Presence: Teleoperators and Virtual Environments
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
SCORPIODROME: an exploration in mixed reality social gaming for children
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Interaction Design and Children
Foundations and Trends in Human-Computer Interaction
Virtual reality and mixed reality for virtual learning environments
Computers and Graphics
A mixed reality system for teaching STEM content using embodied learning and whole-body metaphors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Enacting orbits: refining the design of a full-body learning simulation
Proceedings of the 12th International Conference on Interaction Design and Children
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We describe an approach to designing immersive learning experiences for children using body-based metaphors. Previous research shows benefits for learning through physical interactions in virtual spaces (e.g., [1, 16])---here we look specifically at using mixed reality to embed children as elements within the systems they are attempting to learn. Using gross body-movements the children are able to test predictions and have their intuitions challenged, laying the foundation for deeper conceptual understanding. We present data from a study we conducted comparing the mixed reality experience with a desktop version of the same simulation. Results suggest that children's interactions with designs supporting body-based metaphors can lead them to better grasp the "deep structure" of the learning domain.