• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

具身学习和数字平台对物理知识(向心力)留存率的影响

Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force.

作者信息

Johnson-Glenberg Mina C, Megowan-Romanowicz Colleen, Birchfield David A, Savio-Ramos Caroline

机构信息

Department of Psychology, Arizona State University, TempeAZ, USA; Behavioural Sciences Institute, Radboud UniversityNijmegen, Netherlands.

American Modeling Teachers Association, Sacramento CA, USA.

出版信息

Front Psychol. 2016 Nov 25;7:1819. doi: 10.3389/fpsyg.2016.01819. eCollection 2016.

DOI:10.3389/fpsyg.2016.01819
PMID:27933009
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5122822/
Abstract

Embodiment theory proposes that knowledge is grounded in sensorimotor systems, and that learning can be facilitated to the extent that lessons can be mapped to these systems. This study with 109 college-age participants addresses two overarching questions: (a) how are immediate and delayed learning gains affected by the degree to which a lesson is embodied, and (b) how do the affordances of three different educational platforms affect immediate and delayed learning? Six 50 min-long lessons on centripetal force were created. The first factor was the degree of embodiment with two levels: (1) low and (2) high. The second factor was platform with three levels: (1) a large scale "mixed reality" immersive environment containing both digital and hands-on components called , (2) an interactive whiteboard system, and (3) a mouse-driven desktop computer. Pre-tests, post-tests, and 1-week follow-up (retention or delayed learning gains) tests were administered resulting in a 2 × 3 × 3 design. Two knowledge subtests were analyzed, one that relied on more declarative knowledge and one that relied on more generative knowledge, e.g., hand-drawing vectors. Regardless of condition, participants made significant immediate learning gains from pre-test to post-test. There were no significant main effects or interactions due to platform or embodiment on immediate learning. However, from post-test to follow-up the level of embodiment interacted significantly with time, such that participants in the high embodiment conditions performed better on the subtest devoted to generative knowledge questions. We posit that better retention of certain types of knowledge can be seen over time when more embodiment is present during the encoding phase. This sort of retention may not appear on more traditional factual/declarative tests. Educational technology designers should consider using more sensorimotor feedback and gestural congruency when designing and opportunities for instructor professional development need to be provided as well.

摘要

具身认知理论认为,知识基于感觉运动系统,并且只要课程能够映射到这些系统,学习就能得到促进。这项针对109名大学生的研究探讨了两个首要问题:(a)课程的具身化程度如何影响即时和延迟学习效果,以及(b)三种不同教育平台的特性如何影响即时和延迟学习?研究创建了六个关于向心力的50分钟课程。第一个因素是具身化程度,分为两个水平:(1)低和(2)高。第二个因素是平台,分为三个水平:(1)一个包含数字和实践组件的大规模“混合现实”沉浸式环境,称为 ,(2)一个交互式白板系统,以及(3)一个鼠标驱动的台式计算机。进行了前测、后测和为期1周的随访(留存率或延迟学习效果)测试,形成了一个2×3×3的设计。分析了两个知识子测试,一个更多依赖陈述性知识,另一个更多依赖生成性知识,例如手绘矢量。无论条件如何,参与者从前测到后测都取得了显著的即时学习效果。在即时学习方面,平台或具身化程度没有显著的主效应或交互作用。然而,从后测到随访,具身化水平与时间存在显著交互作用,即在高具身化条件下的参与者在关于生成性知识问题的子测试中表现更好。我们认为,当在编码阶段存在更多具身化时,随着时间推移可以看到某些类型的知识留存得更好。这种留存效果可能不会出现在更传统的事实性/陈述性测试中。教育技术设计师在设计时应考虑使用更多的感觉运动反馈和手势一致性,同时也需要为教师提供专业发展机会。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/69d6ccdfaedf/fpsyg-07-01819-g010.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/5ad1edc12a85/fpsyg-07-01819-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/cc92f0503163/fpsyg-07-01819-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/7f4198d664f8/fpsyg-07-01819-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/0c75e7a1cd81/fpsyg-07-01819-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/ab4fb6b24fa3/fpsyg-07-01819-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/576d82a33b9b/fpsyg-07-01819-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/91543e018e06/fpsyg-07-01819-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/f42cc82e1b93/fpsyg-07-01819-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/7a900ffec65b/fpsyg-07-01819-g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/69d6ccdfaedf/fpsyg-07-01819-g010.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/5ad1edc12a85/fpsyg-07-01819-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/cc92f0503163/fpsyg-07-01819-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/7f4198d664f8/fpsyg-07-01819-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/0c75e7a1cd81/fpsyg-07-01819-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/ab4fb6b24fa3/fpsyg-07-01819-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/576d82a33b9b/fpsyg-07-01819-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/91543e018e06/fpsyg-07-01819-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/f42cc82e1b93/fpsyg-07-01819-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/7a900ffec65b/fpsyg-07-01819-g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1262/5122822/69d6ccdfaedf/fpsyg-07-01819-g010.jpg

相似文献

1
Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force.具身学习和数字平台对物理知识(向心力)留存率的影响
Front Psychol. 2016 Nov 25;7:1819. doi: 10.3389/fpsyg.2016.01819. eCollection 2016.
2
Embodied science and mixed reality: How gesture and motion capture affect physics education.具身科学与混合现实:手势和动作捕捉如何影响物理教育。
Cogn Res Princ Implic. 2017;2(1):24. doi: 10.1186/s41235-017-0060-9. Epub 2017 May 24.
3
Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls.沉浸式虚拟现实与教育:包含手势和手部控制的具身设计原则
Front Robot AI. 2018 Jul 24;5:81. doi: 10.3389/frobt.2018.00081. eCollection 2018.
4
Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study.用于轻度至边缘性智力障碍者化身错觉的沉浸式虚拟现实头像:以用户为中心的开发与可行性研究
JMIR Serious Games. 2022 Dec 7;10(4):e39966. doi: 10.2196/39966.
5
The effectiveness of internet-based e-learning on clinician behavior and patient outcomes: a systematic review protocol.基于互联网的电子学习对临床医生行为和患者结局的有效性:一项系统评价方案。
JBI Database System Rev Implement Rep. 2015 Jan;13(1):52-64. doi: 10.11124/jbisrir-2015-1919.
6
Increasing the realism of on-screen embodied instructors creates more looking but less learning.增加屏幕上虚拟教师的真实感会使观看次数增多,但学习效果却变差。
Br J Educ Psychol. 2024 Sep;94(3):759-776. doi: 10.1111/bjep.12677. Epub 2024 Mar 8.
7
The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized Controlled Trial.沉浸式虚拟现实对减少香港大学生群体对精神疾病污名化的影响:随机对照试验。
J Med Internet Res. 2021 Jul 14;23(7):e23683. doi: 10.2196/23683.
8
From static web to metaverse: reinventing medical education in the post-pandemic era.从静态网页到元宇宙:后疫情时代医学教育的重塑。
Ann Med. 2024 Dec;56(1):2305694. doi: 10.1080/07853890.2024.2305694. Epub 2024 Jan 23.
9
Virtual reality in midwifery education: A mixed methods study to assess learning and understanding.虚拟现实在助产学教育中的应用:一项混合方法研究,评估学习和理解。
Nurse Educ Today. 2022 Dec;119:105573. doi: 10.1016/j.nedt.2022.105573. Epub 2022 Sep 21.
10
Do embodiment and fictionality affect young children's learning?具身认知和虚构性是否会影响幼儿的学习?
J Exp Child Psychol. 2022 Jan;213:105275. doi: 10.1016/j.jecp.2021.105275. Epub 2021 Sep 3.

引用本文的文献

1
When the Past Is Backward and the Future Is Forward: An Embodied Cognition Intervention in Preschoolers with Developmental Language Disorder.当过去向后而未来向前:对发育性语言障碍学龄前儿童的具身认知干预
J Intell. 2025 May 25;13(6):61. doi: 10.3390/jintelligence13060061.
2
The Neural Correlates of Embodied L2 Learning: Does Embodied L2 Verb Learning Affect Representation and Retention?具身第二语言学习的神经关联:具身第二语言动词学习会影响表征和记忆吗?
Neurobiol Lang (Camb). 2024 Jun 3;5(2):360-384. doi: 10.1162/nol_a_00132. eCollection 2024.
3
Brain Signatures of Embodied Semantics and Language: A Consensus Paper.

本文引用的文献

1
Travel Broadens the Mind.旅行开阔眼界。
Infancy. 2000 Apr;1(2):149-219. doi: 10.1207/S15327078IN0102_1. Epub 2000 Apr 1.
2
Augmenting Instructional Animations with a Body Analogy to Help Children Learn about Physical Systems.通过身体类比增强教学动画,以帮助儿童了解物理系统。
Front Psychol. 2016 Jun 10;7:860. doi: 10.3389/fpsyg.2016.00860. eCollection 2016.
3
Level of Immersion in Virtual Environments Impacts the Ability to Assess and Teach Social Skills in Autism Spectrum Disorder.在虚拟环境中的沉浸程度会影响对自闭症谱系障碍社交技能的评估和教学能力。
具身语义与语言的脑特征:一篇共识论文。
J Cogn. 2023 Oct 10;6(1):61. doi: 10.5334/joc.237. eCollection 2023.
4
The Effects of Using Virtual Reality on Thai Word Order Learning.使用虚拟现实对泰语语序学习的影响。
Brain Sci. 2023 Mar 20;13(3):517. doi: 10.3390/brainsci13030517.
5
Comparison of graph and animation: An unbalanced battle over two decades.图表与动画的比较:二十年来一场不均衡的较量。
Front Psychol. 2022 Sep 23;13:810557. doi: 10.3389/fpsyg.2022.810557. eCollection 2022.
6
An immersive first-person navigation task for abstract knowledge acquisition.沉浸式第一人称导航任务,用于抽象知识获取。
Sci Rep. 2021 Mar 10;11(1):5612. doi: 10.1038/s41598-021-84599-7.
7
Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls.沉浸式虚拟现实与教育:包含手势和手部控制的具身设计原则
Front Robot AI. 2018 Jul 24;5:81. doi: 10.3389/frobt.2018.00081. eCollection 2018.
8
Mere ownership of memory: motor manipulation during encoding affects memory for words.记忆的单纯拥有:编码过程中的运动操作影响单词记忆。
Cogn Process. 2018 Aug;19(3):429-434. doi: 10.1007/s10339-018-0860-y. Epub 2018 Mar 23.
9
Embodied learning: introducing a taxonomy based on bodily engagement and task integration.具身学习:引入一种基于身体参与和任务整合的分类法。
Cogn Res Princ Implic. 2018;3(1):6. doi: 10.1186/s41235-018-0092-9. Epub 2018 Mar 7.
10
Measuring Cognitive Load in Embodied Learning Settings.测量具身学习环境中的认知负荷。
Front Psychol. 2017 Aug 2;8:1191. doi: 10.3389/fpsyg.2017.01191. eCollection 2017.
Cyberpsychol Behav Soc Netw. 2016 Apr;19(4):246-56. doi: 10.1089/cyber.2014.0682. Epub 2016 Feb 26.
4
From the Revolution to Embodiment: 25 Years of Cognitive Psychology.从革命到体现:认知心理学 25 年。
Perspect Psychol Sci. 2013 Sep;8(5):573-85. doi: 10.1177/1745691613498098.
5
The Power of Testing Memory: Basic Research and Implications for Educational Practice.测试记忆的力量:基础研究及其对教育实践的启示。
Perspect Psychol Sci. 2006 Sep;1(3):181-210. doi: 10.1111/j.1745-6916.2006.00012.x.
6
Physical experience enhances science learning.亲身体验能增强科学学习效果。
Psychol Sci. 2015 Jun;26(6):737-49. doi: 10.1177/0956797615569355. Epub 2015 Apr 24.
7
"Alien Health": A Nutrition Instruction Exergame Using the Kinect Sensor.《异形健康》:一款使用Kinect传感器的营养指导健身游戏。
Games Health J. 2014 Aug 1;3(4):241-251. doi: 10.1089/g4h.2013.0094.
8
Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills.玩游戏成为外科医生:任天堂 Wii 训练对腹腔镜技能的影响。
PLoS One. 2013;8(2):e57372. doi: 10.1371/journal.pone.0057372. Epub 2013 Feb 27.
9
Sleep-dependent memory triage: evolving generalization through selective processing.睡眠依赖的记忆分类:通过选择性加工实现泛化的演进。
Nat Neurosci. 2013 Feb;16(2):139-45. doi: 10.1038/nn.3303. Epub 2013 Jan 28.
10
Action-based language: a theory of language acquisition, comprehension, and production.基于动作的语言:语言习得、理解和产生的理论。
Cortex. 2012 Jul;48(7):905-22. doi: 10.1016/j.cortex.2011.04.010. Epub 2011 Apr 27.