Revision and testing of a framework for the development of embodied cognition learning games

This paper reports one part of a larger series of studies on the design and implementation of embodied cognition in Mathematics educational systems. We describe the revisions done on an original Arduino framework used to create Embodied Cognition games based on the feedback collected from an expert...

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Main Author: CASANO, JONATHAN
Format: text
Published: Archīum Ateneo 2017
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Online Access:https://archium.ateneo.edu/theses-dissertations/186
http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1213420712&currentIndex=0&view=fullDetailsDetailsTab
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spelling ph-ateneo-arc.theses-dissertations-11852021-03-21T13:36:02Z Revision and testing of a framework for the development of embodied cognition learning games CASANO, JONATHAN This paper reports one part of a larger series of studies on the design and implementation of embodied cognition in Mathematics educational systems. We describe the revisions done on an original Arduino framework used to create Embodied Cognition games based on the feedback collected from an expert evaluation and a student usability test of its previous version. The revised system was again evaluated by experts and was found to be supportive of active learning, appropriate for the curriculum and for classroom use, and a potential tool for engendering engagement. To appraise the value of embodied cognition games as pedagogical tools, students were divided to form three groups, a lecture-only group, a game-only group and a lecture+game group, and each were made to receive the intervention their names suggested. A two-tailed t-test reveals that the EC game may be a good reinforcement to a lecture as scores seem to be significantly higher when students were exposed to both lecture and game, as opposed to just one. The scores of the lecture-only group and game-only group were also significantly the same, This seems to suggest that the game is just as good as a lecture. Respondents were also given user experience questionnaires which showed that students found the game more engaging than a traditional lecture. 2017-01-01T08:00:00Z text https://archium.ateneo.edu/theses-dissertations/186 http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1213420712&currentIndex=0&view=fullDetailsDetailsTab Theses and Dissertations (All) Archīum Ateneo Mathematics -- Study and teaching Mathematics -- Computer-assisted instruction Cognition Instructional systems -- Design and construction Human-computer interaction Educational technology.
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Mathematics -- Study and teaching
Mathematics -- Computer-assisted instruction
Cognition
Instructional systems -- Design and construction
Human-computer interaction
Educational technology.
spellingShingle Mathematics -- Study and teaching
Mathematics -- Computer-assisted instruction
Cognition
Instructional systems -- Design and construction
Human-computer interaction
Educational technology.
CASANO, JONATHAN
Revision and testing of a framework for the development of embodied cognition learning games
description This paper reports one part of a larger series of studies on the design and implementation of embodied cognition in Mathematics educational systems. We describe the revisions done on an original Arduino framework used to create Embodied Cognition games based on the feedback collected from an expert evaluation and a student usability test of its previous version. The revised system was again evaluated by experts and was found to be supportive of active learning, appropriate for the curriculum and for classroom use, and a potential tool for engendering engagement. To appraise the value of embodied cognition games as pedagogical tools, students were divided to form three groups, a lecture-only group, a game-only group and a lecture+game group, and each were made to receive the intervention their names suggested. A two-tailed t-test reveals that the EC game may be a good reinforcement to a lecture as scores seem to be significantly higher when students were exposed to both lecture and game, as opposed to just one. The scores of the lecture-only group and game-only group were also significantly the same, This seems to suggest that the game is just as good as a lecture. Respondents were also given user experience questionnaires which showed that students found the game more engaging than a traditional lecture.
format text
author CASANO, JONATHAN
author_facet CASANO, JONATHAN
author_sort CASANO, JONATHAN
title Revision and testing of a framework for the development of embodied cognition learning games
title_short Revision and testing of a framework for the development of embodied cognition learning games
title_full Revision and testing of a framework for the development of embodied cognition learning games
title_fullStr Revision and testing of a framework for the development of embodied cognition learning games
title_full_unstemmed Revision and testing of a framework for the development of embodied cognition learning games
title_sort revision and testing of a framework for the development of embodied cognition learning games
publisher Archīum Ateneo
publishDate 2017
url https://archium.ateneo.edu/theses-dissertations/186
http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1213420712&currentIndex=0&view=fullDetailsDetailsTab
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