A Content Analysis of Journal Publication on Gesture-Based Computing in Education

Feng-Ru Sheu, Wei-Chieh Fang, N. Chen
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引用次数: 3

Abstract

This study used content analysis to explore characteristics and trends of research on gesture-based computing in education based on journal articles from 2001-2012. This study revealed the distribution and trends in research methods, discipline of the study, learning content, technology used and intended setting of the gesture-based learning system. Experimental design research is the most used method (50%) followed by design-based research (30.8%). The findings indicate that Nintendo Wii is the most used gesture-based device (44%). The largest percentage of the domain is in special education (40%). The same trend is also found in a further analysis that the largest percentage of domain using Wii is special education (70%). Among all identified learning topics, motor skill learning has the highest percentage (20%). When grouping these topics into three domains of knowledge (procedural, conceptual, and both), the result demonstrates that procedural type knowledge dominates gesture-based learning studies. Not surprisingly, data shows the highest percentage of intended setting is classroom setting.
基于手势计算的教育期刊发表内容分析
本研究基于2001-2012年的期刊论文,采用内容分析的方法探讨基于手势的教育计算研究的特点和趋势。本研究揭示了基于手势的学习系统在研究方法、研究学科、学习内容、使用的技术和预期设置等方面的分布和趋势。实验设计研究是使用最多的方法(50%),其次是基于设计的研究(30.8%)。调查结果显示,任天堂Wii是使用频率最高的基于手势的设备(44%)。该领域的比例最大的是特殊教育(40%)。在进一步的分析中也发现了同样的趋势,使用Wii的最大比例领域是特殊教育(70%)。在所有确定的学习主题中,运动技能学习的比例最高(20%)。将这些主题分为三个知识领域(程序性、概念性和两者兼而有之),结果表明程序性知识主导了基于手势的学习研究。不足为奇的是,数据显示,预期环境的比例最高的是教室环境。
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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