Skip to main content

Physical Movement Helps Learning: Teaching Using Tracking Objects with Depth Camera

  • Conference paper
  • First Online:

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1368))

Abstract

Physical activity is the main element affecting students’ cognitive-motor skills. In several studies, it has been shown that physical exercise has a positive influence on health as well as offering an improvement in intellectual performance. In this paper, a new teaching methodology that encourages physical activity is proposed and discussed. To achieve this, the learning process has been gamified by using balls to interact with educative activities. Balls hits on the activities projection are detected using image recognition with a Kinect depth camera. To validate the system, tests have been carried out with a group of school students. As a result, a complete low-cost system that allows teaching educational content while motivating movement has been developed.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Ng, M., Fleming, T., Robinson, M., Thomson, B., Graetz, N., Margono, C., Mullany, E.C., Biryukov, S., Abbafati, C., Abera, S.F., et al.: Global, regional, and national prevalence of overweight and obesity in children and adults during 1980–2013: a systematic analysis for the global burden of disease study 2013. Lancet 384(9945), 766–781 (2014). https://doi.org/10.1016/S0140-6736(14)60460-8

    Article  Google Scholar 

  2. Ebbeling, C.B., Pawlak, D.B., Ludwig, D.S.: Childhood obesity: public-health crisis, common sense cure. Lancet 360(9331), 473–482 (2002). https://doi.org/10.1016/S0140-6736(02)09678-2

    Article  Google Scholar 

  3. Sabin, M.A., Kao, K.T., Juonala, M., Baur, L.A., Wake, M.: Viewpoint article: childhood obesity-looking back over 50 years to begin to look forward. J. Paediatr. Child Health 51(1), 82–86 (2015). https://doi.org/10.1111/jpc.12819

    Article  Google Scholar 

  4. Ward, Z.J., Bleich, S.N., Cradock, A.L., Barrett, J.L., Giles, C.M., Flax, C., Long, M.W., Gortmaker, S.L.: Projected us state-level prevalence of adult obesity and severe obesity. N. Engl. J. Med. 381(25), 2440–2450 (2019). https://doi.org/10.1056/NEJMsa1909301

    Article  Google Scholar 

  5. Hillman, C.H., Buck, S.M., Themanson, J.R., Pontifex, M.B., Castelli, D.M.: Aerobic fitness and cognitive development: event-related brain potential and task performance indices of executive control in preadolescent children. Dev. Psychol. 45(1), 114 (2009). https://doi.org/10.1037/a0014437

    Article  Google Scholar 

  6. Stevens, T.A., To, Y., Stevenson, S.J., Lochbaum, M.R.: The importance of physical activity and physical education in the prediction of academic achievement. J. Sport Behav. 31(4), 368 (2008)

    Google Scholar 

  7. Consortium, N.M., et al.: Horizon report: 2014 higher education edition. austin, tx: New media consortium (2017). http://www.nmc.org/pdf/2013-horizon-report-k12.pdf

  8. Fernandes, L.M.A., Matos, G.C., Azevedo, D., Nunes, R.R., Paredes, H., Morgado, L., Barbosa, L.F., Martins, P., Fonseca, B., Cristóvão, P., de Carvalho, F., Cardoso, B.: Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype. Behav. Info. Technol. 35(11), 907–918 (2016). https://doi.org/10.1080/0144929X.2016.1232754

    Article  Google Scholar 

  9. Sáez-López, J.M., Miller, J., Vázquez-Cano, E., Domínguez-Garrido, M.C.: Exploring application, attitudes and integration of video games: MinecraftEdu in middle school. Educ. Technol. Soc. 18(3), 114–128 (2015). http://www.ifets.info/journals/183/9.pdf

  10. Amory, A., Naicker, K., Vincent, J., Adams, C.: The use of computer games as an educational tool: identification of appropriate game types and game elements. Br. J. Edu. Technol. 30(4), 311–321 (1999). https://doi.org/10.1111/1467-8535.00121

    Article  Google Scholar 

  11. Charsky, D., Ressler, W.: “games are made for fun”: lessons on the effects of concept maps in the classroom use of computer games. Comput. Educ. 56(3), 604–615 (2011). https://doi.org/10.1016/j.compedu.2010.10.001

  12. Whitehead, A., Johnston, H., Nixon, N., Welch, J.: Exergame effectiveness: what the numbers can tell us. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, pp. 55–62 (2010). https://doi.org/10.1145/1836135.1836144

  13. Di Tore, S., D’elia, F., Aiello, P., Carlomagno, N., Sibilio, M.: Didactics, movement and technology: new frontiers of the human-machine interaction (2012). https://doi.org/10.4100/jhse.2012.7.proc1.20

  14. Muñoz, J.E., Villada, J.F., Giraldo Trujillo, J.C.: Exergames: a technological tool for the physical activity abstract. Revista Médica de Risaralda 19(2), 126–130 (2013). https://doi.org/10.22517/25395203.8527

    Article  Google Scholar 

  15. Staiano, A.E., Abraham, A.A., Calvert, S.L.: Adolescent exergame play for weight loss and psychosocial improvement: a controlled physical activity intervention. Obesity 21(3), 598–601 (2013). https://doi.org/10.1002/oby.20282

    Article  Google Scholar 

  16. Hsu, H.M.J.: The potential of kinect in education. Int. J. Inf. Educ. Technol. 1(5), 365 (2011). https://doi.org/10.7763/IJIET.2011.V1.59

  17. Gao, Z., Lee, J.E., Pope, Z., Zhang, D.: Effect of active videogames on underserved children’s classroom behaviors, effort, and fitness. Games Health J. 5(5), 318–324 (2016). https://doi.org/10.1089/g4h.2016.0049

    Article  Google Scholar 

  18. Sun, H., Gao, Y.: Impact of an active educational video game on children’s motivation, science knowledge, and physical activity. J. Sport Health Sci. 5(2), 239–245 (2016). https://doi.org/10.1016/j.jshs.2014.12.004

    Article  Google Scholar 

  19. Coknaz, D., Mirzeoglu, A.D., Atasoy, H.I., Alkoy, S., Coknaz, H., Goral, K.: A digital movement in the world of inactive children: favourable outcomes of playing active video games in a pilot randomized trial. Eur. J. Pediatr. 178(10), 1567–1576 (2019). https://doi.org/10.1007/s00431-019-03457-x

    Article  Google Scholar 

  20. Çifci, Ç., Başpınar, S.G.: The effects of active video games on strength, vertical jumping and flexibility in children aged 12 to 15 years old 1. Int. J. Appl. Exerc. Physiol. 9(6), 64–71 (2020). https://doi.org/10.1097/00005768-200203000-00015

    Article  Google Scholar 

  21. Gao, Z., Zeng, N., McDonough, D.J., Su, X.: A systematic review of active video games on youth’s body composition and physical activity. Int. J. Sports Med. (2020). https://doi.org/10.1055/a-1152-4959

    Article  Google Scholar 

  22. Hammami, A., Harrabi, B., Mohr, M., Krustrup, P.: Physical activity and coronavirus disease 2019 (COVID-19): specific recommendations for home-based physical training. Managing Sport Leisure 1–6 (2020). https://doi.org/10.1080/23750472.2020.1757494

  23. Ogawa, T., Kambayashi, Y.: Physical instructional support system using virtual avatars. In: Proceedings of the 2012 International Conference on Advances in Computer-Human Interactions, pp. 262–265 (2012). ISBN 978-1-61208-177-9

    Google Scholar 

  24. Chye, C., Nakajima, T.: Game based approach to learn martial arts for beginners. In: 2012 IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, pp. 482–485. IEEE (2012). https://doi.org/10.1109/RTCSA.2012.37

  25. Pueo, B., Jimenez-Olmedo, J.M., et al.: Application of motion capture technology for sport performance analysis (2017). https://doi.org/10.47197/retos.v0i32.56072

Download references

Acknowledgment

This work was supported by the Junta De Castilla y León—Consejería De Economía Y Empleo: System for simulation and training in advanced techniques for the occupational risk prevention through the design of hybrid-reality environments with ref. J118. André Filipe Sales Mendes’s research was co-financed by the European Social Fund and Junta de Castilla y León (Operational Programme 2014–2020 for Castilla y León, EDU/556/2019 BOCYL). Francisco García Encina’s research was partly supported by the Spanish Ministry of Education and Vocational Training (FPU Fellowship under Grant FPU19/02455).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to André Sales Mendes .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Mendes, A.S. et al. (2021). Physical Movement Helps Learning: Teaching Using Tracking Objects with Depth Camera. In: Rocha, Á., Adeli, H., Dzemyda, G., Moreira, F., Ramalho Correia, A.M. (eds) Trends and Applications in Information Systems and Technologies. WorldCIST 2021. Advances in Intelligent Systems and Computing, vol 1368. Springer, Cham. https://doi.org/10.1007/978-3-030-72654-6_18

Download citation

Publish with us

Policies and ethics