Exploring the Impact of Multimodal Adaptive Learning with Tangible Interaction on Learning Motivation

Neila Chettaoui, Ayman Atia, M. Bouhlel
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引用次数: 1

Abstract

Embodied learning defines a contemporary pedagogical theory focusing on ensuring an interactive learning experience through full-body movement. Within this pedagogy, several studies in Human-Computer Interaction have been conducted, incorporating gestures, and physical interaction in different learning fields. This paper presents the design of a multimodal and adaptive space for embodied learning. The main aim is to give students the possibility to use gestures, body movement, and tangible interaction while interacting with adaptive learning content projected on the wall and the floor. Thus, this study aims to explore how tangible interaction, as a form of implementing embodied learning, can impact the motivation of students to learn compared to tablet-based learning. Eighteen primary school students aged nine and ten years old participated in the study. The average percentages of answers on the Questionnaire on Current Motivation (QCM) pointed out a higher motivation among students learning via tangible objects. Results revealed a positive score for the Interest of learning abstract concepts using a tangible approach with a mean score of 4.78, compared to 3.77 while learning via a tablet. Furthermore, Success and Challenge measures, with a mean score of 4.67 and 4.56 indicate that physical interaction via tangible objects leads to significantly higher motivation outcomes. These findings suggest that learning might benefit more from a multimodal and tangible physical interaction approach than the traditional tablet-based learning process.
探讨具有有形互动的多模态适应性学习对学习动机的影响
具身学习定义了一种当代教学理论,侧重于通过全身运动确保互动学习体验。在这种教学法中,已经进行了一些人机交互的研究,将手势和物理交互纳入不同的学习领域。本文提出了一个多模态、自适应的具身学习空间的设计。主要目的是让学生有可能使用手势、身体运动和有形的互动,同时与投影在墙上和地板上的适应性学习内容互动。因此,本研究旨在探讨有形互动作为一种实施具身学习的形式,与基于平板电脑的学习相比,如何影响学生的学习动机。18名9到10岁的小学生参与了这项研究。当前动机问卷(QCM)的平均回答百分比表明,学生通过有形物品学习的动机较高。结果显示,使用有形方法学习抽象概念的兴趣得分为4.78,而通过平板电脑学习的平均得分为3.77。此外,“成功”和“挑战”的平均得分分别为4.67和4.56,表明通过有形物体进行的身体互动会导致更高的动机结果。这些发现表明,与传统的基于平板电脑的学习过程相比,多模式和有形的物理交互方法可能更有利于学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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