| Literature DB >> 28603770 |
Mina C Johnson-Glenberg1,2, Colleen Megowan-Romanowicz3.
Abstract
A mixed design was created using text and game-like multimedia to instruct in the content of physics. The study assessed which variables predicted learning gains after a 1-h lesson on the electric field. The three manipulated variables were: (1) level of embodiment; (2) level of active generativity; and (3) presence of story narrative. Two types of tests were administered: (1) a traditional text-based physics test answered with a keyboard; and (2) a more embodied, transfer test using the Wacom large tablet where learners could use gestures (long swipes) to create vectors and answers. The 166 participants were randomly assigned to four conditions: (1) symbols and text; (2) low embodied; (3) high embodied/active; or (4) high embodied/active with narrative. The last two conditions were active because the on-screen content could be manipulated with gross body gestures gathered via the Kinect sensor. Results demonstrated that the three groups that included embodiment learned significantly more than the symbols and text group on the traditional keyboard post-test. When knowledge was assessed with the Wacom tablet format that facilitated gestures, the two active gesture-based groups scored significantly higher. In addition, engagement scores were significantly higher for the two active embodied groups. The Wacom results suggest test sensitivity issues; the more embodied test revealed greater gains in learning for the more embodied conditions. We recommend that as more embodied learning comes to the fore, more sensitive tests that incorporate gesture be used to accurately assess learning. The predicted differences in engagement and learning for the condition with the graphically rich story narrative were not supported. We hypothesize that a narrative effect for motivation and learning may be difficult to uncover in a lab experiment where participants are primarily motivated by course credit. Several design principles for mediated and embodied science education are proposed.Entities:
Keywords: Embodied science; Game-based learning; Gesture and learning; Mixed reality; Narrative; Physics; STEM; Science education; Virtual reality
Year: 2017 PMID: 28603770 PMCID: PMC5442198 DOI: 10.1186/s41235-017-0060-9
Source DB: PubMed Journal: Cogn Res Princ Implic ISSN: 2365-7464
Construct magnitude within degrees in the Embodied Education Taxonomy
| Degree | 4th | 3rd | 3rd | 3rd | 2nd | 2nd | 2nd | 1st |
|---|---|---|---|---|---|---|---|---|
| Embodiment construct | ||||||||
| Sensorimotor | H | H | Ha | L | L | L | Ha | L |
| Gestural congruency | H | H | La | H | L | H | La | L |
| Immersion | H | L | H | H | H | L | L | L |
aThis pairing could exist, but it would be ill-conceived to require a large movement that was poorly mapped to the content to be learned
H high, L low
Condition name and degree of embodiment in taxonomy
| Condition | Name | Passive or active? | Degree taxonomy | Notes on constructs |
|---|---|---|---|---|
| (1) Symbols and Text – control | S&T | Passive | 1 | Deemed a very low embodied condition on all counts; cannot account for whether participants visualize text |
| (2) Low Embodied | Lo-EMB | Passive | 2 | Sensorimotor = low |
| (3) High Embodied | Hi-EMB | Active | 4 | Sensorimotor = high |
| (4) High Embodied-Narr | Hi-EMB/Narr | Active | 4 | Sensorimotor = high |
Fig. 1The Electron Counter screenshot with stated goal
Fig. 2The Electron Counter simulation with central counting sphere
Fig. 3Inside the Lightning Master’s lab, sample cut scene
Fig. 4Image Table with main screen shot describing the science simulations
Fig. 5The negative electrons on the balloon push the negative electrons on the wall deeper into the wall, so the balloon can bond momentarily with the slightly more positive wall surface
Fig. 6Close-up of acceleration in a motion map dot trail. Notice how the white dots get closer together towards the end of the finger swipe connoting negative acceleration
Fig. 7Expert answer to question 6 on the Wacom measure
Fig. 8Expert answer to questions 7 and 8 which appeared on same screen. Most important is that vector in the final question (right-hand panel) is shorter than the vector in the left-hand panel
Means scores for post-test content knowledge with keyboard
| Condition, n | Pre-test | Post-test | Grand mean score (contrast 1) | Grand mean effect size, contrast 1 |
|---|---|---|---|---|
| 1 S&T (n = 39) | 32.4 (11.4) | 44.8 (14.1) | 44.8 (14.1) | 0.38 |
| 2 Low Emb (n = 45) | 34.2 (12.2) | 48.5 (12.1) | 49.4 (11.6) | |
| 3 Hi Emb (n = 43) | 33.0 (10.5) | 49.3 (11.7) | ||
| 4 Hi Emb-Narr (n = 39) | 36.0 (12.4) | 50.5 (11.1) |
Descriptives for post-test content knowledge with Wacom
| Condition | Pre-test | Post-test | Grand mean gain score (post – pre) | Effect size |
|---|---|---|---|---|
| 1 S&T (n = 27) | 28.6 (5.5) | 31.1 (8.0) | 2.03 (7.03) | 0.35 |
| 2 Low Emb (n = 32) | 30.4 (7.7) | 32.1 (8.6) | ||
| 3 Hi Emb (n = 36) | 27.0 (6.4) | 32.6 (8.1) | 4.79 (8.36) | |
| 4 Hi Emb-Narr (n = 39) | 30.0 (8.8) | 34.0 (10.3) |
Engagement means and SDs
| Condition | Total engagement rating | Largest difference | Effect size |
|---|---|---|---|
| 1 S&T (n = 39) | 13.6 (3.3) | 13.6 (3.3) | 0.66 |
| 2 Lo Emb (n = 45) | 14.6 (2.5) | ||
| 3 Hi Emb (n = 42) | 15.9 (2.5) | ||
| 4 Hi Emb-Narr (n = 39) | 15.6 (2.3) | 15.6 (2.5) |
Test questions and notes on the testers’ goals on the Wacom gesture-based test
| Question | Notes | |
|---|---|---|
| 1 | Imagine your fingertip is a charge that is free to move. Starting at the marker, simulate the movement of the charge as it moves to the top right with CONSTANT velocity. | Do they understand that the finger needs to move at a steady rate across the screen, i.e. “constant.” |
| 2 | Imagine your fingertip is a charge that is free to move. Starting at the marker, simulate the movement of the charge as it moves to the bottom right with CONSTANT velocity. | Give them practice in the opposite direction. |
| 3 | Imagine your fingertip is a NEGATIVE charge that is free to move. Starting at the marker, simulate the movement of the charge as it is positively accelerating to the top right corner. | Do they understand what it means to positively accelerate, i.e. move the finger faster towards the end of the swipe. |
| 4 | Imagine your fingertip is a NEGATIVE charge that is free to move. Starting at the marker, simulate the movement of the charge as it is negatively accelerating to the bottom left corner – that is the charge is slowing down. | Explicitly avoided testing simple vocabulary, thus we spell out “slow down;” will the finger mover slower at the end of the swipe? |
| 5 | Imagine your fingertip is a negative charge that is free to move. Starting at the marker, simulate how the charge will move in this scenario. | A positive red charge has been placed 4 units to the left of the start point. User should move towards the opposite ion showing positive acceleration towards the end. |
| 6 | Imagine your fingertip is a negative charge that is free to move. Starting at the marker, simulate the how the charge will move in this scenario. | A negative blue charge has been placed 4 units to the left of the start point. The user should move AWAY from the ion showing negative acceleration towards the end. |
| 7 (and 8 appear on same screen) | Draw the force vector for the force being acted upon the red charge. | How would the blue electron be affected by the positive ion that is 2 units away? When scored this vector must be comparatively longer than the vector in answer 8. |
| 8 | Draw the force vector for the force being acted upon the red charge. | Here the electron is 6 units away, so the vector needs to be comparatively shorter than the one in answer 7 to receive full points. |