WiiMedia: motion analysis methods and applications using a consumer video game controller
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
WiiArts: creating collaborative art experience with WiiRemote interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
Interacting with Computers
Exploring 3D gestural interfaces for music creation in video games
Proceedings of the 4th International Conference on Foundations of Digital Games
Designing to support reasoned imagination through embodied metaphor
Proceedings of the seventh ACM conference on Creativity and cognition
Tangibles in the balance: a discovery learning task with physical or graphical materials
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
The use of a digital dance mat for training kindergarten children in a magnitude comparison task
ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 1
Toward an embodied-interaction design framework for mathematical concepts
Proceedings of the 10th International Conference on Interaction Design and Children
The UCube: a child-friendly device for introductory three-dimensional design
Proceedings of the 10th International Conference on Interaction Design and Children
Proceedings of the 10th International Conference on Interaction Design and Children
MagneTracks: a tangible constructionist toolkit for Newtonian physics
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
The choreography of conceptual development in computer supported instructional environments
Proceedings of the 11th International Conference on Interaction Design and Children
SpatialEase: learning language through body motion
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 12th International Conference on Interaction Design and Children
Dancing alice: exploring embodied pedagogical strategies for learning computational thinking
Proceedings of the 45th ACM technical symposium on Computer science education
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We introduce an embodied-interaction instructional design, the Mathematical Imagery Trainer (MIT), for helping young students develop grounded understanding of proportional equivalence (e.g., 2/3 = 4/6). Taking advantage of the low-cost availability of hand-motion tracking provided by the Nintendo Wii remote, the MIT applies cognitive-science findings that mathematical concepts are grounded in mental simulation of dynamic imagery, which is acquired through perceiving, planning, and performing actions with the body. We describe our rationale for and implementation of the MIT through a design-based research approach and report on clinical interviews with twenty-two 4th-6th grade students who engaged in problem-solving tasks with the MIT.