Abstract
Geometris is a technologically enabled, body-scale, educational game, in which collaborating players recreate target polygons, prompted on a digital screen, by activating a set of sensors–vertices on a large physical mat interface. We report on an evaluation study that draws on theoretical frameworks from ecological dynamics, genetic epistemology, and socio-cultural semiotics. Micro-analysis of three adult–child groups at play implicates two design features supporting mediated development of geometry skills: (1) spatial distribution across two displays – the screen and the mat – poses cross-display figural mapping as a tactical problem whose perceptual solution constitutes the game’s learning objective; (2) a multi-sensor input interface – the mat’s ‘vertices’ – enables flexible divisions of group labor for scaffolding solution enactment. We put forth the construct of participatory facilitation – an emergent interaction pattern in groups with inter-personal differences in content-domain knowledge and sensorimotor co-ordination. We tentatively generalize principles for designing informal educational activity architecture that create opportunities for relative experts to enculturate content learning via participatory facilitation.
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Notes
Each Geometris level contains eight target shapes, each of which must be completed by simultaneously activating its vertices, regardless of order. Geometris also includes an untimed Practice level. See Durán-López et al. (2017) for details on the hardware and the software.
Whereas perceptual affiliation of sensory stimuli is a Gestalt perception, highlighting a Gestalt in the context of mathematical activity marks it for learners as a culturally significant referent.
Very young children occasionally try to interact with the projection screen, perhaps based on experience with touchscreens.
We observed one teenaged player make a hexagon by himself using his head, knees, feet, and elbows. Such contortion is atypical within Geometris play.
We describe these players as relative experts, because they, along with their partners, were equally new to the game. Nevertheless, their perceived expertise relative to their partners seemed to sanction their informal teaching behavior through facilitation of play, which is our phenomenon of interest.
Because Geometris’ design includes figural mapping as part of the game strategy, performance-oriented facilitation could still expose relative motives to game states through which they could learn this ideal form, if incidentally.
All names are pseudonyms.
In repositioning, Mike occasionally activated and held unnecessary vertices.
While this decrease could result from fatigue, there is no demonstrable decrease across each group’s first round of play.
We can imagine other types of competence-oriented facilitation – such as increasing the distance between players, modeling form, or throwing certain types of passes – as compatible with normative play.
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Acknowledgements
The authors wish to thank the DEME Guest Editors and the 3 anonymous reviewers for their formative comments on this manuscript. We also wish to thank the exhibits staff, volunteers, and participating visitors at the Lawrence Hall of Science, University of California Berkeley, for making this study possible. The ideas presented in this article were workshopped and refined with members of the Embodied Design Research Laboratory at the University of California, Berkeley. Geometris was collaboratively designed and created by Elena Durán-López, Ganesh V. Iyer, and Leah F. Rosenbaum, with significant guidance from Professor Kimiko Ryokai and Dr. Noura Howell.
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Rosenbaum, L.F., Kaur, J. & Abrahamson, D. Shaping Perception: Designing for Participatory Facilitation of Collaborative Geometry. Digit Exp Math Educ 6, 191–212 (2020). https://doi.org/10.1007/s40751-020-00068-2
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DOI: https://doi.org/10.1007/s40751-020-00068-2