Slides presented the GSIC-EMIC's team work in the INTELed project (http://www.inteled.org), at Interacción 2019, International Congress on Human Computer Interaction. Presented by A. Martínez-Monés
1. The INTELed pedagogical framework
Applying embodied digital apps to support special
education children in inclusive educational
contexts
A. Martínez Monés, S. Villagrá Sobrino, Y. Georgiou, A. Ioannou, M.
Jiménez Ruiz
Interacción 2019 – Donostia 25-28 junio 2019
amartine@infor.uva.es
2. The INTELed Project
▪ Framework – First output of the INTELed
project
▪ Erasmus + Project https://www.inteled.org
o Supporting in-service teachers in acquiring
knowledge and skills to use embodied digital
learning games to address the needs of special
education children in inclusive educational
contexts.
2
3. The elements of the framework
1. The theoretical background regarding
embodied learning
2. The identification of the embodied
digital apps that are best suited to
support the envisioned learning
approaches
3. The description of the educational
context(s) where the project will be put 3
4. Theoretical background
4
Theories of embodiment and learning
Embodied
cognition
Learning
Embodied /
kinesthesic
learning
Embodied technologies
Facilitated by
5. Embodied digital games
▪ Which technologies can be considered to implement
embodied interaction?
o Criteria by Johnson-Glenberg, et al. (2016)
• (a) the amount of sensorimotor engagement,
• (b) the amount of gestural congruency and
• (c) the amount of immersion.
o Higher levels of embodiment
• Motion based interaction (Kinect, Leap Motion, Wii)
• Virtual reality
o SoA: Digital games for special education: mostly based on
Kinect
5
M. C. Johnson-Glenberg, C. Megowan-Romanowicz, D. A. Birchfield, and C. Savio-Ramos, ‘Effects of
Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force’,
Front. Psychol., vol. 7, Nov. 2016.
6. Which embodied digital apps?
6
Theories of embodiment and learning
Embodied
cognition
Learning
Embodied /
kinesthesic
learning
Embodied technologies
Facilitated by
Tangible User
Interfaces
Motion tracking
systems (Kinect, Wii)
Virtual Reality (VR)
Games
Educational
resources
7. 3 Which educational contexts
▪ There is previous evidence on the use of
embodied digital apps for Special
Education
o Mostly implemented in special units
o Scarce in inclusive educational contexts
▪ INTELed focus:
o Mainstream schools with SEN children in the
classrooms and /or special units
7
8. 3. Which educational contexts?
8
Educational context
Mainstream
schools
Special Units
Learners
SEN
students
SEN
specialists
Teachers
Classrooms
Students Mainstream
teachers
9. 9
Design
guidelines
Empirical
evidence
Contributions
Researchers
Studied by
Applied by
Theories of embodiment and learning
Embodied
cognition LearningEmbodied /
kinesthesic
learning
Embodied digital games
Tangible User
Interfaces
Facilitated by
Teachers’
Training
Adaptation and
contextualization
of resources
Educational context
Motion tracking systems
(Kinect, Wii)
Virtual Reality (VR)
Games
Mainstream
schools Learners Teachers
Activities
Educational
resources
Pilots
10. Main achievements
▪ 1 teacher training module
o 25 teachers and specialists
▪ 9 mainstream classrooms & 8 special
units
o 17 teachers and specialists
o 187 students
• 40 of which SEN students
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11. First results
▪ Impact of INTELed training on teachers’ professional
development:
• Stages of Concern (SoC) scale (Vocht et al, 2017)
• Pre / post /post-post questionnaires
• Results: teachers’ concerns evolved …
• … from low level to high level concerns
• … only after the whole training period (i.e., pilots)
• However, some needs and concerns remained
unsolved
• Availability of training
• Access to tools (proprietary), resources, …
11
Miikka de Vocht, Antti Laherto & Ilka Parchmann (2017) Exploring Teachers’ Concerns About Bringing Responsible
Research and Innovation to European Science Classrooms, Journal of Science Teacher Education, 28:4, 326-346.
12. The INTELed pedagogical framework
Applying embodied digital apps to support special
education children in inclusive educational
contexts
A. Martínez Monés, S. Villagrá Sobrino, Y. Georgiou, A. Ioannou, M.
Jiménez Ruiz
Interacción 2019 – Donostia 25-28 junio 2019
amartine @infor.uva.es
Notes de l'éditeur
The theories of embodied cognition, which states that knowledge cannot be detached from our bodies, and learning, have converged in the idea of embodied learnning and kinesthesic learning.
Según la teoría de la ‘embodied cognition’ o la ‘cognición incorporada o corporeizada’, el cuerpo humano desempeña un papel muy importante en el proceso cognitivo. En ese sentido, los defensores de esta teoría afirman que la participación del cuerpo físico en el proceso de aprendizaje puede cambiar las capacidades cognitivas de los seres humanos e impulsar nuevas experiencias de aprendizaje. Se comprueba que los receptores corporales en los niveles más primarios afectan a los procesos cognitivos más abstractos.