Using a Tangible Interactive Tabletop to Learn at School: Empirical Studies in the Wild

TitreUsing a Tangible Interactive Tabletop to Learn at School: Empirical Studies in the Wild
Type de publicationCommunications avec actes
Année de publication2016
LangueAnglais
Titre de la Conférence/colloqueActes de La 28ième Conference Francophone Sur l'Interaction Homme-Machine
Pagination155–166
Auteur(s)Kubicki, S., Pasco D., Hoareau C. et Arnaud I.
Université, EditeurAssociation for Computing Machinery
Ville, PaysNew York, NY, USA
Numéro ISBN9781450342438
Mots-cléschildren, 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.

URLhttps://doi.org/10.1145/3004107.3004120
DOI10.1145/3004107.3004120