A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
Interactive Learning Environment for Astronomy with Finger Pointing and Augmented Reality
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
Impact of interactive learning on knowledge retention
Proceedings of the 2007 conference on Human interface: Part II
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In this study, a Health Education based game using the Nintendo Wii remote was developed and then tested on groups of students. To validate our claim that the use of Tangible User Interfaces (TUIs) in educational games, in particular the Nintendo Wii remotes leads to favorable outcomes of learning, a four-part construct have been explored: memoability with regards to learning, fun, enjoyment, and interest and motivation in learning. First it is hypothesized that the use of TUI in the game enhances memoability and improves subject proficiency. Second, it is hypothesized that the use of TUI in the game enhances fun and enjoyment, interest and motivation in learning, which in turn leads to improved quality of learning. Results of the study yielded positive outcomes for both subjects. Given these positive results, we conclude that the uses of TUIs in educational computer games can lead to favorable outcomes of learning.