Using a Tangible Interactive Tabletop to Learn at School: Empirical Studies in the Wild
Titre | Using a Tangible Interactive Tabletop to Learn at School: Empirical Studies in the Wild |
Type de publication | Communications avec actes |
Année de publication | 2016 |
Langue | Anglais |
Titre de la Conférence/colloque | Actes de La 28ième Conference Francophone Sur l'Interaction Homme-Machine |
Pagination | 155–166 |
Auteur(s) | Kubicki, S., Pasco D., Hoareau C. et Arnaud I. |
Université, Editeur | Association for Computing Machinery |
Ville, Pays | New York, NY, USA |
Numéro ISBN | 9781450342438 |
Mots-clés | children, éducation, empirical study, Learning, tangible interaction, tangible interactive tabletop |
Résumé | We describe in this article the results of three-years study of using a Tangible Tabletop Interface (TTI) for the development of student learning in spatial reasoning abilities. In partnership with the French Department of Education and teachers, we have designed and built a serious game in mathematics, called The Game of Towers for the TangiSense 2 interactive tabletop. Then, we conducted « in the wild » experiments with 68 students. As part of a first study, we compared the learning outcomes of two groups of students (Gr. Traditional vs. Gr. TTI). The results of this study have encouraged us to make a second experiment. In the latter, we analyzed child participation (physical and verbal) and the social modes of knowledge co-construction when they played the game on the TTI. The results showed that students improved their performance by playing the game on the TTI and collaborated through externalization and conflict-oriented consensus. |
URL | https://doi.org/10.1145/3004107.3004120 |
DOI | 10.1145/3004107.3004120 |