首页> 外文期刊>Frontiers in Psychology >Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force
【24h】

Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force

机译:体验式学习和数字平台对物理内容保留的影响:向心力

获取原文
       

摘要

Embodiment theory proposes that knowledge is grounded in sensorimotor systems, and that learning can be facilitated to the extent that lessons can be mapped to these systems. This study with 109 college-age participants addresses two overarching questions: (a) how are immediate and delayed learning gains affected by the degree to which a lesson is embodied, and (b) how do the affordances of three different educational platforms affect immediate and delayed learning? Six 50 min-long lessons on centripetal force were created. The first factor was the degree of embodiment with two levels: (1) low and (2) high. The second factor was platform with three levels: (1) a large scale “mixed reality” immersive environment containing both digital and hands-on components called SMALLab, (2) an interactive whiteboard system, and (3) a mouse-driven desktop computer. Pre-tests, post-tests, and 1-week follow-up (retention or delayed learning gains) tests were administered resulting in a 2 × 3 × 3 design. Two knowledge subtests were analyzed, one that relied on more declarative knowledge and one that relied on more generative knowledge, e.g., hand-drawing vectors. Regardless of condition, participants made significant immediate learning gains from pre-test to post-test. There were no significant main effects or interactions due to platform or embodiment on immediate learning. However, from post-test to follow-up the level of embodiment interacted significantly with time, such that participants in the high embodiment conditions performed better on the subtest devoted to generative knowledge questions. We posit that better retention of certain types of knowledge can be seen over time when more embodiment is present during the encoding phase. This sort of retention may not appear on more traditional factual/declarative tests. Educational technology designers should consider using more sensorimotor feedback and gestural congruency when designing and opportunities for instructor professional development need to be provided as well.
机译:实施理论提出,知识是建立在感觉运动系统的基础上的,并且可以在将课程映射到这些系统的程度上促进学习。这项针对109名大学年龄参与者的研究解决了两个总体问题:(a)如何立即体现和延迟学习成果受课程体现程度的影响;(b)三种不同教育平台的收费如何影响即时和延迟学习。延迟学习?创建了六个长达50分钟的向心力课程。第一个因素是具有两个水平的实施程度:(1)低和(2)高。第二个因素是具有三个级别的平台:(1)大规模的“混合现实”沉浸式环境,其中包含称为SMALLab的数字和动手组件;(2)交互式白板系统;以及(3)鼠标驱动的台式计算机。进行前测,后测和1周的随访(保留或延迟学习)测试,得出2×3×3的设计。分析了两种知识子测验,一种依赖于更多的陈述性知识,另一种依赖于更多的生成性知识,例如手绘向量。无论条件如何,参与者都可以从测试前到测试后立即获得显着的学习收益。由于平台或实施方式对即时学习没有明显的主要影响或相互作用。但是,从测试后到随访,实施水平与时间之间存在显着的交互作用,因此高实施条件下的参与者在致力于生成性知识问题的子测试中表现更好。我们假设,当在编码阶段出现更多实施例时,随着时间的推移,可以更好地保留某些类型的知识。这种保留可能不会出现在更传统的事实/陈述式测试中。教育技术设计人员在设计时应考虑使用更多的感觉运动反馈和手势一致性,并且还需要提供教师专业发展的机会。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号