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Thoughts on Effective Learning Procedure for Tangible Learning Environment Based on Embodied Design

  • Hideaki KuzuokaEmail author
  • Ryo Kimura
  • Yuki Tashiro
  • Yoshihiko Kubota
  • Hideyuki Suzuki
  • Hiroshi Kato
  • Naomi Yamashita
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10272)

Abstract

Based on an observational study of astronomy education using a tangible globe system, this paper aims to elicit implications for effective learning procedure for tangible learning environments. By analyzing the experiment based on “embodied design” concept, we found that, when appropriate instruction is not provided, intuitive operability of tangible user interface at times rather disturbs learners’ thinking opportunities. We also found that by properly limiting the information to show learners, the system can make learners be more conscious of the meaning of manipulating tangible objects and result in better understanding of the learning content.

Keywords

Tangible User Interface Correct Answer Rate Astronomy Education Preservice Elementary School Teacher Body Rotation Angle 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Hideaki Kuzuoka
    • 1
    Email author
  • Ryo Kimura
    • 1
  • Yuki Tashiro
    • 1
  • Yoshihiko Kubota
    • 2
  • Hideyuki Suzuki
    • 3
  • Hiroshi Kato
    • 4
  • Naomi Yamashita
    • 5
  1. 1.Faculty of Engineering, Information and SystemsUniversity of TsukubaTsukubaJapan
  2. 2.Graduate School of EducationUtsunomiya UniversityUtsunomiyaJapan
  3. 3.The College of HumanitiesIbaraki UniversityMitoJapan
  4. 4.Faculty of Liberal ArtsThe Open University of JapanMihama-kuJapan
  5. 5.Innovative Communication LaboratoryNTT Communication Science LaboratoriesKeihanna Science CityJapan

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