TY - GEN
T1 - Using motion sensing for learning
T2 - 5th International Conference on Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments, VAMR 2013, Held as Part of 15th International Conference on Human-Computer Interaction, HCI International 2013
AU - Johnson-Glenberg, Mina C.
N1 - Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.
PY - 2013
Y1 - 2013
N2 - A mixed reality game was created to teach middle and high school students about nutrition and the USDA My Plate icon. This mixed reality game included both digital components (projected graphics on the floor) and tangible, physical components (motion tracking wands that were handheld). The game goal was to feed the alien the healthiest food item from a pair of items. Students learned about the amount of nutrients and optimizers in the digital food items and practiced making rapid food decisions. In the final level of the game players interacted with My Plate and each food item filled the appropriate quadrant in real time. Nineteen 4th graders played through the game in one 1.5 hour session. Significant learning gains were seen on a pretest and posttest that assessed nutrition knowledge, pairedt (18) = 4.13, p <.001. We support the need for call for more embodied games that challenge children to practice making quick food choice decisions and we explore how motion capture games can affect engagement, health behaviors, and knowledge outcomes.
AB - A mixed reality game was created to teach middle and high school students about nutrition and the USDA My Plate icon. This mixed reality game included both digital components (projected graphics on the floor) and tangible, physical components (motion tracking wands that were handheld). The game goal was to feed the alien the healthiest food item from a pair of items. Students learned about the amount of nutrients and optimizers in the digital food items and practiced making rapid food decisions. In the final level of the game players interacted with My Plate and each food item filled the appropriate quadrant in real time. Nineteen 4th graders played through the game in one 1.5 hour session. Significant learning gains were seen on a pretest and posttest that assessed nutrition knowledge, pairedt (18) = 4.13, p <.001. We support the need for call for more embodied games that challenge children to practice making quick food choice decisions and we explore how motion capture games can affect engagement, health behaviors, and knowledge outcomes.
KW - Applications: Education
KW - Mixed Reality
KW - Nutrition and Exer-Games
UR - http://www.scopus.com/inward/record.url?scp=84884858255&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84884858255&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-39420-1_40
DO - 10.1007/978-3-642-39420-1_40
M3 - Conference contribution
AN - SCOPUS:84884858255
SN - 9783642394195
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 380
EP - 389
BT - Virtual, Augmented and Mixed Reality
PB - Springer Verlag
Y2 - 21 July 2013 through 26 July 2013
ER -