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A multimodal serious-game to teach fractions in primary school

Published: 13 November 2017 Publication History

Abstract

Multisensory learning is considered a relevant pedagogical framework for education since a very long time and several authors support the use of a multisensory and kinesthetic approach in children learning. Moreover, results from psychophysics and developmental psychology show that children have a preferential sensory channel to learn specific concepts (spatial and/or temporal), hence a further evidence for the need of a multisensory approach. In this work, we present an example of serious game for learning a particularly complicated mathematical concept: fractions. The main novelty of our proposal comes from the role covered by the communication between sensory modalities in particular, movement, vision, and sound. The game has been developed in the context of the EU-ICT-H2020 weDRAW Project aiming at developing new multimodal technologies for multisensory serious-games on mathematical concepts for primary school children.

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Abstract 1 Introduction 1.1 Background 2 Understanding Fractions Through the Body 2.1 Design and Architecture 2.2 Game Session 3 Conclusion and Future work Acknowledgments References

Cited By

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  • (2022)Inscriptions in Science Teaching: From Realism to AbstractionFrontiers in Education10.3389/feduc.2022.9052727Online publication date: 7-Jul-2022
  • (2021)Keep it Simple: Handcrafting Feature and Tuning Random Forests and XGBoost to face the Affective Movement Recognition Challenge 20212021 9th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)10.1109/ACIIW52867.2021.9666428(1-7)Online publication date: 28-Sep-2021
  • (2019)Effectiveness of a Motor Intervention Program on Motivation and Learning of English Vocabulary in Preschoolers: A Pilot StudyBehavioral Sciences10.3390/bs90800849:8(84)Online publication date: 5-Aug-2019
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cover image ACM Conferences
MIE 2017: Proceedings of the 1st ACM SIGCHI International Workshop on Multimodal Interaction for Education
November 2017
75 pages
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 November 2017

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Author Tags

  1. Multisensory learning
  2. multimodal technologies
  3. serious games

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  • Short-paper

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  • H2020-EU.2.1.1. - INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT)

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Cited By

View all
  • (2022)Inscriptions in Science Teaching: From Realism to AbstractionFrontiers in Education10.3389/feduc.2022.9052727Online publication date: 7-Jul-2022
  • (2021)Keep it Simple: Handcrafting Feature and Tuning Random Forests and XGBoost to face the Affective Movement Recognition Challenge 20212021 9th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)10.1109/ACIIW52867.2021.9666428(1-7)Online publication date: 28-Sep-2021
  • (2019)Effectiveness of a Motor Intervention Program on Motivation and Learning of English Vocabulary in Preschoolers: A Pilot StudyBehavioral Sciences10.3390/bs90800849:8(84)Online publication date: 5-Aug-2019
  • (2018)Multimodal Smart TV Interface for Multisensory Learning: Scenarios and Performance Evaluation2018 IEEE International Conference on Consumer Electronics-Taiwan (ICCE-TW)10.1109/ICCE-China.2018.8448662(1-2)Online publication date: May-2018
  • (2018)Does embodied training improve the recognition of mid-level expressive movement qualities sonification?Journal on Multimodal User Interfaces10.1007/s12193-018-0284-0Online publication date: 4-Dec-2018

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