Journal
JOURNAL ON MULTIMODAL USER INTERFACES
Volume 16, Issue 2, Pages 155-171Publisher
SPRINGER
DOI: 10.1007/s12193-021-00382-y
Keywords
Multisensory; Serious game; Tangible user interface; Haptic technology; Arithmetic; Geometry; Multimodal technology
Funding
- Istituto Italiano di Tecnologia within the CRUI-CARE Agreement
- European Union's Horizon 2020 Research and Innovation Programme [732391]
- EU-H2020-ICT Project WeDRAW
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Through questionnaire surveys and workshops, the research team identified specific challenges encountered by elementary school teachers and students in mathematical learning, and proposed the design of a multisensory learning environment. They emphasized that challenging concepts vary depending on the students' school level, providing guidance for improving teaching strategies and designing emerging learning technologies.
It is well known that primary school children may face difficulties in acquiring mathematical competence, possibly because teaching is generally based on formal lessons with little opportunity to exploit more multisensory-based activities within the classroom. To overcome such difficulties, we report here the exemplary design of a novel multisensory learning environment for teaching mathematical concepts based on meaningful inputs from elementary school teachers. First, we developed and administered a questionnaire to 101 teachers asking them to rate based on their experience the learning difficulty for specific arithmetical and geometrical concepts encountered by elementary school children. Additionally, the questionnaire investigated the feasibility to use multisensory information to teach mathematical concepts. Results show that challenging concepts differ depending on children school level, thus providing a guidance to improve teaching strategies and the design of new and emerging learning technologies accordingly. Second, we obtained specific and practical design inputs with workshops involving elementary school teachers and children. Altogether, these findings are used to inform the design of emerging multimodal technological applications, that take advantage not only of vision but also of other sensory modalities. In the present work, we describe in detail one exemplary multisensory environment design based on the questionnaire results and design ideas from the workshops: the Space Shapes game, which exploits visual and haptic/proprioceptive sensory information to support mental rotation, 2D-3D transformation and percentages. Corroborating research evidence in neuroscience and pedagogy, our work presents a functional approach to develop novel multimodal user interfaces to improve education in the classroom.
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