Wearable Learning: Multiplayer Embodied Games for Math
We present a new technology-based paradigm to support embodied mathematics educational games, using wearable devices in the form of SmartPhones and SmartWatches for math learning, for full classes of students in formal in-school education settings. The Wearable Learning Games Engine is web based inf...
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2017
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ph-ateneo-arc.discs-faculty-pubs-10552020-04-03T07:01:27Z Wearable Learning: Multiplayer Embodied Games for Math Arroyo, Ivon Micciollo, Matthew Casano, Jonathan D L Ottmar, Erin Hulse, Taylyn Rodrigo, Ma. Mercedes T We present a new technology-based paradigm to support embodied mathematics educational games, using wearable devices in the form of SmartPhones and SmartWatches for math learning, for full classes of students in formal in-school education settings. The Wearable Learning Games Engine is web based infrastructure that enables students to carry one mobile device per child, as they embark on math team-based activities that require physical engagement with the environment. These Wearable Tutors serve as guides and assistants while students manipulate, measure, estimate, discern, discard and find mathematical objects that satisfy specified constraints. Multi-player math games that use this infrastructure have yielded both cognitive and affective benefits. Beyond math game play, the Wearable Games Engine Authoring Tool enables students to create games themselves for other students to play; in this process, students engage in computational thinking and learn about finite-state machines. We present the infrastructure, games, and results for a series of experiments on both game play and game creation. 2017-10-01T07:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/56 https://dl.acm.org/doi/10.1145/3116595.3116637 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Computer Sciences |
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Computer Sciences Arroyo, Ivon Micciollo, Matthew Casano, Jonathan D L Ottmar, Erin Hulse, Taylyn Rodrigo, Ma. Mercedes T Wearable Learning: Multiplayer Embodied Games for Math |
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We present a new technology-based paradigm to support embodied mathematics educational games, using wearable devices in the form of SmartPhones and SmartWatches for math learning, for full classes of students in formal in-school education settings. The Wearable Learning Games Engine is web based infrastructure that enables students to carry one mobile device per child, as they embark on math team-based activities that require physical engagement with the environment. These Wearable Tutors serve as guides and assistants while students manipulate, measure, estimate, discern, discard and find mathematical objects that satisfy specified constraints. Multi-player math games that use this infrastructure have yielded both cognitive and affective benefits. Beyond math game play, the Wearable Games Engine Authoring Tool enables students to create games themselves for other students to play; in this process, students engage in computational thinking and learn about finite-state machines. We present the infrastructure, games, and results for a series of experiments on both game play and game creation. |
format |
text |
author |
Arroyo, Ivon Micciollo, Matthew Casano, Jonathan D L Ottmar, Erin Hulse, Taylyn Rodrigo, Ma. Mercedes T |
author_facet |
Arroyo, Ivon Micciollo, Matthew Casano, Jonathan D L Ottmar, Erin Hulse, Taylyn Rodrigo, Ma. Mercedes T |
author_sort |
Arroyo, Ivon |
title |
Wearable Learning: Multiplayer Embodied Games for Math |
title_short |
Wearable Learning: Multiplayer Embodied Games for Math |
title_full |
Wearable Learning: Multiplayer Embodied Games for Math |
title_fullStr |
Wearable Learning: Multiplayer Embodied Games for Math |
title_full_unstemmed |
Wearable Learning: Multiplayer Embodied Games for Math |
title_sort |
wearable learning: multiplayer embodied games for math |
publisher |
Archīum Ateneo |
publishDate |
2017 |
url |
https://archium.ateneo.edu/discs-faculty-pubs/56 https://dl.acm.org/doi/10.1145/3116595.3116637 |
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