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Archimedes

Archimedes is a Full-Body Interaction Learning Environment based on the Interactive Slide platform, a large inflatable slide augmented with digital technology. 
23.05.2016

 

 

What is the project about?

Archimedes is a Full-Body Interaction Learning Environment based on the Interactive Slide platform, a large inflatable slide augmented with digital technology. Archimedes was originally designed to support children’s hands-on learning on the notion of buoyancy and Archimedes principle. For its evaluation, we worked with 48 children from a local school (mean age: 11). Specifically, we carried out a qualitative, idiographic study aimed at exploring how children create bridges between embodied experience and meaning construction while interacting with a Full-Body Interaction Learning Environment.

Which goals does it have within this research?

We analyzed children’s activity during the game and post-task interviews. Subsequently video were analyzed according to a multimodal approach. This analysis allowed to identify the possible paths through which children can transform embodied experience into an ‘object–to-think-with’ and delineate the different resources for meaning making that they employed. Furthermore, it pointed out the importance of reflection-in-action and how these reflective moments are embedded in the experiential flow and their embodied nature is displayed in users’ bodily actions, pace and use of the space (e.g. adopt an “observer position”, turn around to see the screen, etc.), and selective engagement. These outcomes contribute to expand the current understanding around embodied learning with interactive technologies, as well as suggest a set of qualities to think about interaction design and future research.

More information can be found on our research group website.

Related Publications:

Marie-Monique Schaper, Ole Sejer Iversen, Laura Malinverni, Narcis Pares. (2019). FUBImethod: Strategies to engage Children in the co-desingn for Full-Body interactive experiences. International Journal of Human-Computer Studies, 132: 52-69. DOI= http://doi.org/10.1016/j.ijhcs.2019.07.008

Laura Malinverni, Edith Ackermann, and Narcis Pares. (2016). Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16). ACM, New York, NY, USA, 332-339. DOI: https://doi.org/10.1145/2839462.2839477

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