Johnson-Glenberg Mina C, Megowan-Romanowicz Colleen
Department of Psychology, Arizona State University, Tempe, AZ USA.
Embodied Games LLC, Tempe, AZ USA.
Cogn Res Princ Implic. 2017;2(1):24. doi: 10.1186/s41235-017-0060-9. Epub 2017 May 24.
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 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 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 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 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.
采用文本和类似游戏的多媒体创建了一种混合设计,用于教授物理内容。该研究评估了哪些变量能够预测在关于电场的1小时课程后的学习收获。三个被操纵的变量分别是:(1)具身化程度;(2)主动生成性程度;(3)故事叙述的存在。进行了两种类型的测试:(1)使用键盘回答的传统基于文本的物理测试;(2)一种更具具身性的迁移测试,使用大平板电脑,学习者可以使用手势(长划动)来创建矢量和答案。166名参与者被随机分配到四种条件下:(1)符号和文本;(2)低具身化;(3)高具身化/主动;或(4)高具身化/主动且有叙述。最后两种条件是主动的,因为屏幕上的内容可以通过传感器收集的总体身体手势进行操作。结果表明,在传统键盘后测中,包含具身化的三组学习成绩显著高于符号和文本组。当用便于手势操作的平板电脑格式评估知识时,两个基于主动手势的组得分显著更高。此外,两个主动具身组的参与度得分显著更高。结果表明存在测试敏感性问题;更具具身性的测试显示在更具具身性的条件下学习收获更大。我们建议,随着更多具身化学习的出现,应使用更敏感的、包含手势的测试来准确评估学习。图形丰富的故事叙述条件下在参与度和学习方面的预测差异未得到支持。我们假设,在参与者主要受课程学分激励的实验室实验中,可能难以发现动机和学习方面的叙述效应。提出了一些关于中介和具身化科学教育的设计原则。