Embodied science and mixed reality: How gesture and motion capture affect physics education
Open accessAbstract
A mixed design was created using text and game-like multimedia to instruct in the content of physics. The study assessed which variables predicted learning gains after a 1-h lesson on the electric field. The three manipulated variables were: (1) level of embodiment; (2) level of active generativity; and (3) presence of story narrative. Two types of tests were administered: (1) a traditional text-based physics test answered with a keyboard; and (2) a more embodied, transfer test using the Wacom large tablet where learners could use gestures (long swipes) to create vectors and answers. The 166 participants were randomly assigned to four conditions: (1) symbols and text; (2) low embodied; (3) high embodied/active; or (4) high embodied/active with narrative. The last two conditions were active because the on-screen content could be manipulated with gross body gestures gathered via the Kinect sensor. Results demonstrated that the three groups that included embodiment learned significantly more than the symbols and text group on the traditional keyboard post-test. When knowledge was assessed with the Wacom tablet format that facilitated gestures, the two active gesture-based groups scored significantly higher. In addition, engagement scores were significantly higher for the two active embodied groups. The Wacom results suggest test sensitivity issues; the more embodied test revealed greater gains in learning for the more embodied conditions. We recommend that as more embodied learning comes to the fore, more sensitive tests that incorporate gesture be used to accurately assess learning. The predicted differences in engagement and learning for the condition with the graphically rich story narrative were not supported. We hypothesize that a narrative effect for motivation and learning may be difficult to uncover in a lab experiment where participants are primarily motivated by course credit. Several design principles for mediated and embodied science education are proposed.
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In Johnson-Glenberg and Megowan-Romanowicz (2017), when learners used full-body controls instead of low-interactivity keyboard controls during learning, their test performance was higher if they used a highly interactive test method involving a graphics tablet instead of a mouse.
“When learners had used these full-body controls instead of low-interactivity keyboard controls during the learning phase of this study, their test performance was higher if they used a highly interactive test method involving a graphics tablet instead of a mouse.”
From Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2022) · cites this paper as Johnson-Glenberg & Megowan-Romanowicz, 2017
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Experimental — accuracy not yet measuredFor interactivity, a motion-based assessment type can be considered a well-aligned test type, since interactive controls may trigger procedural learning as a form of germane processing.
“In the example of interactivity, a motion-based assessment type can be considered a well-aligned test type, since interactive controls may trigger procedural learning as a form of germane processing (Johnson-Glenberg & Megowan-Romanowicz, 2017).”
From Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2022) · cites this paper as Johnson-Glenberg & Megowan-Romanowicz, 2017
The Discussion’s “Test sensitivity” section reports that a gesture-facilitated Wacom assessment was more closely aligned with embodied learning and revealed greater gains than a keyboard test. The “Being active” section suggests that controlling content through congruent gestures may deepen learning, but the paper does not characterize this as procedural learning or germane processing. (LLM, conf=0.85)
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Cites
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“Principles of embodied cognition (Barsalou, 2008; Glenberg, 2008; Wilson, 2003) suggest that including movement and gesture is likely to benefit learning of even abstract information, such as concepts in mathematics (Alibali & Nathan, 2012) and physics (Kontra, Lyons, Fischer, & Beilock, 2015).”
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- Authors
- Johnson-Glenberg, M. C., & Megowan-Romanowicz, C.
- Venue
- Cognitive Research: Principles and Implications
- Published
- 2017-05-24
- Volume
- 2
- Issue
- 1
- Pages
- 24-24
- ISSN
- 2365-7464 (ISSN-L)
- PMC
- PMC5442198
- OpenAlex
- W2611629825
- Cited by
- 191
- References
- 6
- Citations by year
- 2026: 20 · 2025: 30 · 2024: 26 · 2023: 23 · 2022: 31 · 2021: 20 · 2020: 17 · 2019: 11 · 2018: 10 · 2017: 3
- FWCI
- 14.60
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Cognitive Research Principles and Implications (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Arizona State University Library Digital Repository (Arizona State University) (submittedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Funders
- National Science Foundation (102067)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Visual and Cognitive Learning Processes
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Keywords
- embodied learning, mixed reality, gesture-based interaction, motion capture, physics education, electric field, narrative in learning, student engagement, learning assessment, Wacom tablet, Kinect sensor
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