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https://doi.org/10.1007/s11528-020-00543-y

ORIGINAL PAPER

Developing, Enacting and Evaluating a Learning Experience Design


for Technology-Enhanced Embodied Learning in Math Classrooms
Yiannis Georgiou 1,2 & Andri Ioannou 1,2

# Association for Educational Communications & Technology 2020

Abstract
The turn of the millennium has witnessed an increased interest in technology-enhanced embodied approaches for learning in
mathematics due to the rapid advancement of motion-based technologies. However, the emergence of technology-enhanced
embodied learning brings to the foreground new challenges due to the lack of learning experience (LX) designs, ensuring its
successful introduction in real classroom settings. This paper presents a large-scale study on the implementation and systematic
evaluation of a LX design, developed and enacted by a cohort of eight primary education teachers to support their students’
engagement and learning in mathematics. The LX design was structured around an embodied educational app for learning in
mathematics and was implemented in 13 primary education classrooms (n = 213 children). Analysis of the data collected via pre-
post conceptual tests, students’ engagement surveys and testimonials, as well as teachers’ interviews, provided empirical sub-
stantiation to the LX design, while also supporting the effectiveness of technology-enhanced embodied learning.

Keywords Technology-enhanced embodied learning . Learning experience (LX) design . Co-design . Authentic educational
settings . Mathematics education

Introduction on the evaluation of technology-enhanced embodied ap-


proaches in real classroom settings has not always been suc-
Prior research has highlighted the importance of incorporating cessful in promoting students’ learning (e.g., Anderson and
aspects of embodiment, motion, and physicality in educational Wall 2016; Hung et al. 2014).
activities to support learning in mathematics (Tran et al. The integration and large-scale evaluation of technology-
2017). Aligned with this call, the emergence of motion- enhanced embodied learning in math classrooms introduces
based technologies (e.g., touch devices, Kinect cameras, leap new challenges due to the lack of learning experience (LX)
motions, interactive floors) has opened the doors for designs, ensuring its effective deployment (Georgiou et al.
technology-enhanced embodied learning, which integrates 2019; Ioannou et al. 2019; Ioannou et al. 2020). Classroom
bodily movement into the act of learning. Despite the promise design for the successful implementation of technology-
that technology-enhanced embodied learning may hold, re- enhanced embodied learning requires, perhaps, new LX de-
search about its learning effectiveness has mainly taken place signs, taking into account teachers’ needs and expectations,
at highly controlled and idealized laboratory settings, while also considering the school curricula, both content-wise
employing small student samples (Malinverni and Pares and timewise (Karakostas et al. 2017). Aiming to contribute to
2014). On other hand, the limited number of studies focusing this emerging field, after a literature review on the topic, we
present a LX design, co-designed by a cohort of eight in-
service teachers in order to ensure the effective integration
* Yiannis Georgiou of technology-enhanced embodied learning in their maths
y.georgiou@rise.org.cy; yiannis@cyprusinteractionlab.com classrooms. We, next, present the results of a large-scale study
in which the participating teachers implemented the LX de-
1
Research Center on Interactive Media, Smart Systems & Emerging sign in their classrooms to support their students’ engagement
Technologies, Nicosia, Cyprus and learning in mathematics. Finally, we reflect on our find-
2
Cyprus Interaction Lab, Department of Multimedia & Graphic Arts, ings seeking to shed light on the strengths of the LX design as
Cyprus University of Technology, Limassol, Cyprus
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well as on the emerging challenges, as perceived by the par- Integrating Technology-Enhanced Embodied
ticipating teachers and their students. Learning in Real Classroom Settings

Nowadays, educational technologies have become an integral


part of instruction at all levels of education. This is not sur-
Theoretical Background prising when considering that technology-enhanced learning
environments can result in learning gains, which can some-
Technology-Enhanced Embodied for Learning in times hardly be attained in conventional learning environ-
Mathematics ments (Chang et al. 2015; Mayer and Mayer 2005; Noroozi
et al. 2012; Wu et al. 2013). At the same time, owing to the
The relation between learning and embodied cognition counts rapid technological development, new educational ap-
a long history of research, with an increasing corpus of studies proaches, like technology-enhanced embodied learning,
indicating that various aspects of mathematical understanding which is placed in the focus of the present study, have ap-
are embodied (Nemirovsky et al. 1998). In a recent review peared at the foreground. However, integrating novel technol-
study, Tran et al. (2017) have reported that, according to prior ogies into a typical school setting is a complex and dynamic
research, embodied learning can facilitate students’ mathe- process, which introduces new challenges (Liu et al. 2017;
matical understanding, for various reasons. Body movement Ritzhaupt et al. 2012; Salinas et al. 2017). One of these chal-
and gestures allow, for instance, the contextualization of ab- lenges, common to novel technologies, is the lack of LX de-
stract mathematical ideas in physical experiences, which fa- signs, pointing out effective ways of merging the enacted
cilitates the development of mental representations of the con- technology with pedagogy to ensure its successful integration
cepts being studied (Alibali and Nathan 2012; Hall and in real classroom settings (Georgiou and Ioannou 2019a;
Nemirovsky 2012). In addition, embodied learning supports Ioannou 2019).
students’ multimodal interactions in the context of psychomo- At the moment, there is, for instance, a general lack of
tor activities, thus allowing deeper levels of processing of the LX designs supporting the effective introduction of
learning content (Anastopoulou et al. 2011). Overall, accord- technology-enhanced embodied learning in real class-
ing to Hall and Nemirovsky (2012), how we can understand rooms settings. This can be attributed to several reasons.
mathematics depends on our opportunities to engage in phys- First of all, motion-based technologies and embodied dig-
ical movement, interaction and expression; as such, embodied ital activities are relatively new to the educational arena
learning has been largely embraced in mathematics education. (e.g., Georgiou and Ioannou 2019a; Kosmas and Zaphiris
What’s relatively new nowadays is the widespread popu- 2019; Kosmas et al. 2018; Kosmas et al. 2017 ); as such,
lation of affordable motion-based technologies (e.g., embodied interfaces present challenges and affordances
Nintendo Wii, Microsoft Kinect, Leap Motion), which have which are essentially different from traditional desktop-
opened the doors for technology-enhanced embodied ap- based interfaces (Malinverni et al. 2016). Second, re-
proaches in mathematics education (Abrahamson and search on technology-enhanced embodied learning has
Lindgren 2014; Lindgren et al. 2016). Tran et al. (2017) have mainly taken place in highly controlled laboratory set-
highlighted that motion-based technologies can augment the tings, focusing on the victory narratives of technology,
learning potential of conventional embodied approaches due rather than being oriented towards establishing their learn-
to a set of additional affordances. First, in technology- ing effectiveness in authentic educational contexts
enhanced embodied learning the body is cued, and this results (Karakostas et al. 2017). At the same time, the design of
in the development of physical representations, which support embodied technologies has usually derived from a top-
students’ learning (Lindgren 2014). Second, technology- down approach, as teachers are usually excluded from this
enhanced embodied learning allows more effective mo- process (Antle 2013; Georgiou and Ioannou 2020;
dalities for feedback provision, as it supports the visu- Malinverni et al. 2016). As an outcome, teachers are not
alization of the body movement in relation to the learn- confident enough, or they are feeling reluctant in integrat-
ing goals to be achieved (Han and Black 2011; Tran ing technology-enhanced embodied learning within their
et al. 2017). At the same time, embodied digital envi- classrooms and teaching practices (Georgiou and Ioannou
ronments are argued to be highly immersive, especially 2019b; Karakostas et al. 2017). Consequently, while
those ones based on virtual or mixed reality settings technology-enhanced embodied learning has been largely
(Johnson-Glenberg et al. 2014). However, despite the employed in out-of-school contexts for experimental pur-
promise that technology-enhanced embodied learning poses (e.g., Homer et al. 2014; Lindgren et al. 2016), only
may hold for mathematics education, there is still lack a few embodied digital environments have been integrated
of LX designs allowing its migration from highly con- in the educational curricula, taking the form of an alter-
trolled laboratory contexts in real classroom settings. native teaching approach (e.g., Anderson and Wall 2016;
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Birchfield and Johnson-Glenberg 2012). Overall, research The LX design was developed in the context of a teachers’
regarding the technology integration of digitally enhanced professional development programme (Georgiou and Ioannou
embodied learning is still in its infancy and there is still 2019b), where the participating teachers in collaboration with
not a clear vision of how to introduce effectively this the university researchers endeavoured to co-design the class-
pedagogical innovation in real classroom settings. room experience. In its essence the LX design was grounded
on the 4E learning framework bringing together the following
four elements: (a) Embodied learning, i.e. the body contrib-
utes to the actual cognitive processes, (b) Enactive learning,
Rationale and Research Questions
i.e. the relationship between body and the learning environ-
ment is geared towards action, (c) Extended learning, i.e. in-
This study is motivated by the lack of LX designs, bridging
struments, objects and things in the learning environment con-
successfully embodied technologies and pedagogies for
stitute in cognition, and (d) Embedded learning i.e. the body is
supporting students’ learning in mathematics. Taking into ac-
coupled to the learning environment, not just the physical but
count the crucial role of in-service teachers in the integration
also sociocultural one (Lund et al. 2019; Varela et al. 1993).
process, we present a LX design, co-designed by a cohort of
To achieve this, the participating teachers developed a LX
eight in-service teachers in order to ensure the effective de-
design adopting the Learning Stations Rotation model
ployment of technology-enhanced embodied learning. We,
(Fig. 2).
next, present the results of a large-scale study in which the
The Learning Stations Rotation model took into account
participating teachers implemented the LX design in their
the relatively limited space of classrooms, the time required
classrooms for supporting their students’ engagement and
for setting up the equipment, the number of the students (i.e.,
learning in mathematics.
15–20 students per classroom), as well as the limited access in
The overarching research questions guiding the present
equipment due to its high cost (i.e. one Kinect camera per
study were:
classroom, was deemed as the ideal scenario by the teachers).
According to this model, the teachers decided to assign their
(a) How was the LX design perceived by the teachers and
students in mixed ability groups of 4–5 as well as to have four
their students?
learning stations in each classroom, tasking the student groups
(b) What was the impact of the LX design on students’ en-
to rotate through learning stations on a fixed schedule, i.e.
gagement and subsequent conceptual learning gains?
15 min per learning station.
Two of the learning stations utilized technology while the
other two utilized paper-and-pencil tools and conversional
mathematics props. The first technology-enhanced station in-
The Learning Experience (LX) Design cluded the Angle-makers embodied leaning app, which was
projected on a portable screen-surface. The second one was a
The LX design was situated in geometry education for ele- robotics-based learning station, equipped with beebots or
mentary students and, in particular, it focused on the concep- bluebots, which students were requested to code in order to
tualization of angles. This topic was selected, taking into ac- form pre-defined types of angles during their movement. The
count prior research demonstrating that it is one of the most other two learning stations were not technology-enhanced and
challenging ones in primary education mathematics included hands-on activities, using traditional mathematics
(Clements and Battista 1992; Keiser 2004; Smith et al. 2014). props and paper-and-pencil tasks to support students’ under-
The LX design was structured around the Angle-makers standing of angles (e.g., forming and identifying different
embodied learning app. The Angle-makers is a non- types of angles and geometrical shapes with the use of
commercial Kinect-based app, which uses the Kinect camera pinboards or with solving angle-based problems using tradi-
to track students’ arm-movement and create a visual represen- tional clocks with hour and minute hands). An overview of the
tation of the body movement on the screen. More specifically, learning stations is presented in Fig. 3a–d.
a student or a pair of students are invited to stand in front of the Students at the technology-enhanced learning stations were
screen and in specific distance from the Kinect camera. The taking turns, with only one student or one pair of students
students can see their avatar on the screen while they form an using the technologies, while the others stayed aside to pro-
angle. Feedback in relation to the students’ performance is vide feedback and support. The completion of worksheets on
provided in real-time, during the movement (e.g. 90o, 40o, the topic was part of the LX design per learning station, help-
65o etc.), and the solution locks when the arms remain stable ing students to stay focused on the learning activities. Overall,
in the pre-defined timeframe of five seconds. Final feedback is the learning stations were conceptually connected, and the
presented on screen, in relation to the correctness of the angle activities built on each other to promote students’ conceptual
created (Fig. 1). understanding.
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Fig. 1 The Angle-makers app

Methodology INTELed project (https://www.inteled.org/) addressed to in-


service teachers, in both special and mainstream education
This pilot study was based on a mixed methods research de- settings, and aimed at supporting them in acquiring knowl-
sign, as it included both a qualitative and quantitative data edge and skills to adopt technology-enhanced embodied
collection and analysis. According to Creswell and Plano learning in inclusive educational contexts (Martínez-Monés
Clark (2011), collecting, analyzing, and mixing both quanti- et al. 2019).
tative and qualitative data in a single study can provide a better
understanding of the research problem.
Sample

Context The sample of this study was comprised by (a) the 8 in-service
primary schools teachers, who participated in the co-design
The present study is situated in the context of the INTELed and enactment of the LX design in their classrooms (n = 13
[INnovative Training via Embodied Learning and multi- intact classrooms), at 8 public primary schools of Cyprus, and
sensory techniques for inclusive Education] project. The (b) a total of 213 primary school students (3rd-5th graders),

Fig. 2 The Learning Stations


Rotation model
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Fig. 3 a–d An overview of the four learning stations

who were in the teachers’ classrooms and benefitted from the Data Collection and Analysis
pilot of the LX design. Focusing on the 8 participating
teachers, six of them were females (75%) and two were males The data collection included various data sources such as post-
(25%), with an average teaching experience of 13 years (SD = activity teachers’ interviews, students’ testimonials on the LX
4.28). The teachers were recruited with the use of an open call design, as well as pre-post conceptual tests and engagement
disseminated at all the primary schools of Cyprus via e-mail, surveys completed by the students.
as well as at various educational groups, leveraging the
affordances of social media. The participating teachers were Teachers’ Interviews
selected according to their availability to participate in a series
of professional development workshops as well as to imple- After the implementations, an in-depth interview was con-
ment technology-enhanced embodied learning in their class- ducted with each one of the participating teachers. Each inter-
rooms. None of the teachers had prior experience with view had an average duration of 30 min and was based on a
technology-enhanced embodied learning or motion-based semi-structured protocol with open-ended questions, seeking
technologies. As such, what motivated teachers’ participation to collect teachers’ perceptions about the affordances and lim-
in the project was their desire to enrich their teaching reper- itations of the Angle-makers app as well as of the broader LX
toire with technology-enhanced embodied learning, as a pow- design (e.g., What aspects have worked successfully or unsuc-
erful pedagogy, which could contribute to their students’ aca- cessfully around the integration of the Angle-makers app in
demic and socio-emotional development. Focusing on the 213 your classroom?, What challenges or opportunities have
participating students, 113 were girls (53%) and 100 were emerged during the implementation of the LX design with
boys (47%), with a mean age of 9.6 years old (SD = .06). the use of the learning stations model?). We then conducted
Students were of mixed academic abilities. Before the inter- a quantitative content analysis of the verbal data according to
vention, consent forms were obtained from the students’ legal the multi-step procedure proposed by Chi (1997), as follows:
guardians regarding the data collection. (a) reduction of the transcribed protocols (keeping for analysis
only the teachers’ perceptions of the LX design), (b) segmen-
The Learning Intervention tation of the reduced protocols according to stand-alone “units
of meaning”, (c) open coding for ideas (codes) related to the
The learning intervention had a total duration of 80 min and perceived strengths and weaknesses of the LX design in rela-
during the intervention students were divided and worked in tion the embodied app and grouping of codes under higher
mix-ability groups of 4–5 students. The lesson started with a order categories, (d) review of the coded evidence and agree-
10-min short presentation delivered by the classroom teacher ment upon the final descriptions of categories and sub-catego-
to introduce students to the topic of the lesson as well as to the ries, (e) representation of the coded data in a tabular form, (f)
Learning Stations Rotation model. Subsequently, each stu- inclusion of numeric counts to the instances of codes, and (g)
dent group had 15 min to work in every learning station. interpretation and discussion of the categories and subcate-
Students’ transition from station to station was enacted by a gories, focusing on the most salient topics.
bell ringed at the end of the rotation, and the total time for the
transitions was approximately 10 min. Between those transi- Students’ Testimonials
tions the classroom teacher allocated time to summarize and
debrief the learning activities, moving from the small group After the implementation, the participating students were
level to classroom plenary discussions. asked to write down their impressions (positive or
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negative) about the LX design, in the form of a short Findings


reflective testimonial. As part of this study reflective
testimonials were collected by a total of 184 students. Teachers’ Perceptions
The length of the testimonials ranged from 2 words
(e.g., wonderful experience) to 123 words (providing According to the analysis of teachers’ statements, the teachers
in-depth insights for the learning experience), and the provided much more emphasis to the positive aspects related
average number of words was equal to x =35.14, to the integration of the Angle-makers embodied app in their
(SD = 23.10). The testimonials were analyzed using the classrooms, rather than to the negative ones (Table 1).
quantitative content analysis proposed by Chi (1997), as Focusing on the positive aspects, according to the teachers,
in the case of teachers’ interviews. the integration of the Angle-makers app into their classrooms
contributed to their students’ knowledge acquisition as well as
to their students’ engagement and motivation. At the same
Pre-Post Mathematics Test time, as the teachers stated, the LX design contributed to the
students’ collaboration and communication. In particular, the
The pre-post mathematics test used in the present study was teachers explained that the Angle-makers app supported
developed in collaboration with an experienced primary knowledge acquisition as it provided various opportunities
school teacher in mathematics education, hence, ensuring its for their students bodily involvement (i.e. learning via mean-
face validity. The pre-post mathematics test was comprised of ingful movements and gestural interactions), multisensory
five tasks. One ordering task asked students to rank four pizza learning (i.e. involving visual, auditory and kinesthetic path-
pieces from smallest to largest, taking into account the angle ways), visualization of abstract representations (i.e. perceptual
size of each pizza piece. The second task asked students to representations around the concept of “angles” situated in
name the four different angle types (right, straight, obtuse and physical experiences) and real-time feedback (i.e. available
acute). Two other tasks asked students to identify the (a) the hints and scaffolds). Likewise, the teachers highlighted their
angles which were smaller than a right angle (namely, the students’ motivation and engagement with the learning pro-
acute ones) and (b) the angles which were bigger than a right cess due to the playful nature of the app (i.e. ludic activities
angle but smaller than a straight angle (namely, the obtuse and tasks), the novelty of the learning approach (i.e.
ones). Finally, the last task asked students to match the differ- technology-enhanced embodied learning as an alternative ap-
ent types of angles (right, straight, obtuse and acute) proach), the use of a novel interface for the children (i.e. in-
with a set of given degrees (90 o, 57o , 130o , 180o ). novative and interactive technologies), the usability of the app
Each correct task was scored with 2 marks and the (i.e. user-friendliness due to the natural interface interaction),
maximum possible score was 10 marks. The statistical as well as its immersiveness (i.e. feeling of presence due to the
analysis involved the investigation of the differences use of real-based avatars). Last, the teachers explained how
between pre- and post-test scores on students’ learning the LX design resulted into the improvement of their students’
scores, employing t-tests for dependent means. collaboration and communication as it allowed teamwork (i.e.
productive collaboration around the learning stations) as well
as peer feedback (i.e. provision of tips / support by the team-
Engagement Survey mates during the learning process).
While the teachers’ emphasis was on the positive aspects
Engagement was measured using a post-interventional derived from the technology integration of the Angle-makers in
survey with 13 Likert-scale items derived from the their classrooms, teachers did also report some negative aspects
Student Engagement in Mathematics Scale (Rimm- related to a set of technological limitations and classroom
Kaufman 2010; Leis et al. 2015). The scale is com- constraints. In particular, the teachers referred to some techno-
prised of three subscales: (a) Cognitive engagement logical limitations they dealt with, related to the Kinect camera’s
(e.g., Today in math class I worked as hard as I could), functionality (i.e. the Kinect getting stacked due to the inappro-
(b) Emotional engagement (e.g., I enjoyed thinking priate proximity of the students from the camera or the intense
about math today) and (c) Social engagement (e.g., direct lighting from the windows) as well as related to the app
Students in my math class helped each other learn features (i.e. the requirement for the arms to remain stable in the
today). Each item is evaluated in a Likert-scale 1–4. pre-defined timeframe was tiring for some of the students).
The 3 dimensions have a Cronbach’s alpha internal con- Finally, the teachers referred to classroom constraints affecting
sistency of .91, .98, and .89 respectively. The statistical the learning effectiveness of the embodied app, such as the exis-
analysis involved the descriptive analysis of students’ tence of one and only embodied digital app (i.e. limited time
cognitive, emotional and social engagement (mean of exposure and interaction with the app) and the classroom noise
values, standard deviation, max. and min. values). (i.e. noise due to close distance to the other stations).
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Table 1 Categorization of teachers’ perceptions about the LX design and the technology integration of the embodied app

N of statements Issues discussed

Positive aspects 1.Knowledge acquisition 39 Students’ academic development


1.1 Bodily involvement 15 Learning via movement & gestural interactions
1.2 Multisensory learning 4 Involvement of visual, auditory and
kinesthetic pathways
1.3 Visualization of abstract concepts 3 Perceptual representations situated in
physical experience
1.4 Real-time feedback 2 Available hints and scaffolds
2. Engagement & Motivation 37 Students’ active participation
2.1 Playful nature 10 Ludic activities and tasks
2.2 Novelty of the learning approach 4 Embodied learning as an alternative approach
2.3 Novel interface 3 Innovative and interactive technologies
2.4 Usability of the app 2 User-friendliness due to the natural
interface interaction
2.5 Immersiveness 1 Feeling of presence due to the use of real-based avatars
3. Collaboration & communication 16 Students’ social interactions
3.1 Teamwork 10 Productive collaboration around the learning stations
3.2 Peer feedback 4 Provision of tips / support by the teammates
Negative aspects 4. Technological limitations 16 Embodied app limitations
4.1 Kinect’s camera functionality 13 Tech. problems due to room lighting &
students’ position
4.2 Body cueing process 3 Requirement for stability in a pre-defined timeframe
5. Classroom constraints 9 Classroom set-up limitations
5.1 One and only embodied digital app 5 Limited time of exposure and interaction with the app
5.2 Classroom noise 4 External noise due to close distance to the
other stations

Students’ Perceptions activities supported by the app). According to the students’


statements, the most salient theme discussed was the embod-
The qualitative analysis of the testimonials in relation to the ied affordances of the app, namely the gestural congruency
LX design showed that students’ reflections focused on the with the educational content to be learned. Only a limited
following aspects: (a) the Angle-makers embodied app, (b) the number of statements indicated some negative aspects of the
overall LX design, (c) the experienced emotions, as well as (d) Angle-makers app, such as the body-cueing process (i.e. the
students’ perceived learning gains (Table 2). What follows requirement for arms to remain stable in the pre-defined
below is an overview of the core themes, sub-themes and timeframe was tiring for some of the students) or the app’s
issues discussed by the students. inability to capture full-body interactions (i.e. as the app was a
gesture-based one). According to the number of students’
Angle-Makers statements, the most salient negative aspect discussed was
the technical limitations of the Kinect technology, such as
The students highlighted several positive aspects of the em- the camera getting stacked from time to time due to inappro-
bodied app such as its collaborative mode (i.e. collaborative priate proximity of the students.
tasks allowing students to co-create angles in pairs), its playful
nature (i.e. game-like tasks and challenges about the creation LX Design
of different types of angles), its immersive affordances (i.e. the
use of real avatars), its interface (i.e. use of novel technolo- Most of the coded statements reflected students’ positive im-
gies), its controls (i.e. user friendliness of the natural user pressions about the LX design. The students highlighted sev-
interface), its real-time feedback (i.e. available hints and scaf- eral positive aspects of the LX design, such as the game-based
folds), its graphics (i.e. immersive virtual objects and ele- learning approach underlying the learning stations (i.e. all the
ments), as well as its exergaming affordances (i.e. improve- learning activities had a playful nature), collaboration and
ment of users’ physical condition due to the motion-based teamwork (i.e. students were asked to work collaboratively
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Table 2 Summarization of core themes, sub-themes and issues discussed by the students

Core themes Sub-themes Issues discussed N of statements

Angle-makers Positive aspects Embodied affordances 68


Collaborative mode 12
Playful nature 9
Use of real avatars 8
Motion-based camera 6
Real-time feedback 2
Graphics 2
Exergaming 2
Negative aspects Technical limitations 6
Body cueing process 5
Lack of full-body involvement 1
LX design Positive aspects Use of robotics 41
Game-based learning 30
Collaboration & teamwork 25
Use of technologies 21
Hands-on activities 19
Novelty 11
Variety of activities 4
Scaffolds and supports 3
Negative aspects Limited time exposure 8
High level of difficulty 6
Fighting over turn-taking 4
Classroom noise 1
Emotions Positive aspects Enjoyment 56
Excitement 12
Interest 8
Anxiety 3
Happiness 2
Negative aspects Boredom 10
Confusion 3
Learning gains Conceptual understanding Understanding of angles 48
Understanding of geometrical shapes 6
Skills Digital skills 1
Educational robotic skills 2
Attitudes Intention to participate 38
Positive stance towards mathematics 7

in each one of the learning stations), the use of technology (i.e. The most reported positive aspect was the use of
use of computers and tablets to programme the bluebots), the robotics. Only, few statements indicated some negative
hands-on activities (i.e. all the learning stations were based on aspects of the LX design, such as the high level of
experiential learning as they were grounded on a “learning by difficulty (i.e. some activities were not clear to some
doing” approach), novelty (i.e. working within an innovative of the students or seemed to be challenging at first),
educational context rather different than the traditional one), students’ fighting over turn-taking in the learning sta-
variety of educational activities (i.e. different learning sta- tions with the Angle-makers app and the robotics, and
tions with a variety of activities), as well as the avail- the classroom noise, which in some cases could distract
able learning scaffolds (i.e. the learning stations were students’ attention from the learning process. However,
equipped with instruction cards providing supportive the most reported negative factor was the relatively lim-
guidelines for each one of the educational activities). ited time of exposure in the learning stations.
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Emotions According to our findings the mean value of students’ cog-


nitive engagement was x ¼ 3:50 ðSD ¼ 0:57Þ, the mean value
A significant corpus of the coded statements reflected stu- of students’ emotional engagement was x ¼ 3:48 (SD = 0.62),
dents’ positive emotions experienced during the interven- while the mean value of social engagement was x ¼ 3:19
tion. In particular, the students talked about positively (SD = 0.70), demonstrating the success of the LX design in
valanced emotions such as happiness, anxiety and engaging the leaners.
interest. The most reported emotions were students’
enjoyment and excitement. However, some limited state-
ments indicated that, in a few cases, students felt boredom
at the technology-enhanced learning stations (due to the Discussion
waiting time between students’ turns) and confusion
(when it was not straightforward how students were ex- Technology-enhanced embodied environments are assumed
pected to work at a learning station). to facilitate students’ learning in mathematics due to their
affordances of multimodal interactions, dynamic feedback,
Learning Gains physical representations, and playful activities (Abrahamson
and Lindgren 2014; Antle 2013). However, according to the
Finally, as part of the testimonials the students highlighted literature, an open research issue is how to enact technology-
their perceived learning gains via their statements. In particu- enhanced embodied learning into schools and how to conduct
lar, the students talked about the improvement of their con- systematic evaluation studies to investigate its potential value
ceptual understanding referring to their understanding of an- in authentic educational contexts (Karakostas et al. 2017;
gles as well as to their understanding of angle-based geomet- Kourakli et al. 2017). In this paper we have presented a novel
rical shapes (e.g. triangles, rectangular, squares, polygons, LX design structured around the Angle-makers embodied app,
etc.). The students referred also to the contribution of the LX adopting the learning stations rotation model, to support stu-
design to development of their digital skills (i.e. working with dents’ 4E [Embodied, Enacted, Extended, & Embedded learn-
novel technologies) as well as their educational robotic skills ing] learning (Lund et al. 2019). The LX design was co-
(i.e. computational thinking). Last, students mentioned the designed and applied by a cohort of 8 in-service teachers,
impact of the LX design on their attitudes; they expressed their taking into consideration the significance of bottom-up ap-
intention to participate again in similar learning experiences proaches for the success and viability of an educational inno-
as well as on their positive stance towards learning in vation (Georgiou and Ioannou 2019b, 2020; Kyza and
mathematics. The most salient learning gains discussed were Georgiou 2014; Malinverni et al. 2017).
students’ conceptual understanding of angles as well as their The LX design was implemented successfully allowing the
positive attitudes expressed via their intention to participate effective integration of technology-enhanced embodied learn-
again in similar interventions. ing in 13 math classrooms, to promote students’ engagement
and conceptual learning. According to our findings the pro-
posed LX design contributed to students’ cognitive, emotional
Students’ Knowledge Acquisition and social engagement and had a positive impact on their
conceptual understanding of angles. These findings are in line
The comparison of learning scores, before and after the inter- with research claims supporting that technology-enhanced
vention, in terms of students’ conceptual understanding, indi- embodied learning can support students’ learning of complex
cated a statistically significant increase after the intervention. concepts in mathematics (Abrahamson and Trninic 2015;
According to our findings, the mean value of students’ con- Smith et al. 2014; Tran et al. 2017). These findings provide
ceptual understanding before the learning intervention was x also empirical substantiation to prior research supporting that
=6.40 (SD = 2.48), while the mean value after the intervention when emerging technologies are situated within well-crafted
increased to x =7.27, (SD = 2.34), t = −5.63, p < 0.01, with a LX designs, this can promote students’ learning (Georgiou
medium effect size (d = 0.36).

Students’ Engagement Table 3 Descriptive statistics for students’ engagement

Scales Min. value Max. value Mean SD


Focusing on students’ engagement, scores were computed for
every student by calculating an un-weighted mean score for Cognitive engagement 1.00 4.00 3.50 0.57
the items in each of the three engagement scales (cognitive, Emotional engagement 1.00 4.00 3.48 0.62
emotional, and social engagement). These mean-scores were Social engagement 1.00 4.00 3.19 0.70
well above the midpoint of the scale (Table 3).
TechTrends

et al. 2020; Georgiou and Ioannou 2019b; Ioannou et al. 2020; of 3–4 members in order to promote their collaboration
Jowallah et al. 2018; Martín-Gutiérrez et al. 2017). and social interactions during the learning process.
The value of this study expands also on the evaluation of & Create learning stations. Aim to have up to 4 learning
teachers’ and students’ perceptions of the technology- stations for students’ groups to work concurrently. All
enhanced embodied learning. The evaluation of teachers’ stations should be conceptually connected and build on
and students’ perceptions of technology use in the classroom each other to promote students’ conceptual understanding
is deemed crucial. While teachers’ and students’ voices are of the selected topic.
often neglected, they could shed light on the learning experi- & Increase the number of technology-enhanced learning
ence (Chang et al. 2015; Koul et al. 2011). Indeed, the analysis stations: Alternative technology-enhanced learning sta-
of teachers’ and students’ perceptions has revealed two signif- tions (e.g. educational robotics) can be included, so that
icant breakthroughs. Firstly, the emerged learning gains, as all the students can engage in more extended technology-
perceived by the teachers and their students, were not only enhanced experiences.
limited to knowledge acquisition but they were expanded to & Enrich the non-digital learning stations with instruments
skills empowerment (e.g. collaboration and communication and props: Non-digital learning stations can work equally
skills, digital skills) and attitudes development (e.g. ICT successfully if they are enriched with conventional instru-
attitudes, positive attitudes towards mathematics). This find- ments and props (e.g. pinboards, clocks), which can sup-
ing is encouraging given that recent review studies (Georgiou port students’ hands-on experiences on the topic, while
and Ioannou 2019a) have reported that most of the empirical also constituting in students’ cognition.
studies evaluating technology-enhanced embodied learning & Set the Kinect-based app at the right place. The Kinect-
are limited only to the evaluation and reporting of students’ based app should be placed (a) in the back space of the
conceptual learning gains. As part of this study, we provide classroom letting enough space for students to move when
empirical evidence regarding the potential impact of using the app and isolating the group from other students
technology-enhanced learning on other types of learning out- who could intervene and (b) away from windows - as
comes. Secondly, the analysis of teachers’ and students’ per- direct sunlight could cause system’s error.
ceptions has provided useful insights about the features of the & Maximize students’ exposure to the embodied app.
LX design as these have shaped the learning experience. Integrate two learning stations with the embodied app, if
Fraser (2012) has stated that identifying the salient features space permits, and/or increase the duration of the interven-
of a learning environment based on the participants perspec- tion (e.g., allocate 2 lessons of 80 min).
tives is critical as this can offer vast potential for shaping the
educational practice. Aligned with this position, we next pres- Overall, the aforementioned guidelines can contribute to
ent a set of LX design guidelines derived from the analysis and the successful introduction of technology-enhanced embodied
synthesis of teachers’ and students’ perceptions. It is our belief learning in real classroom settings, grounded on the 4E learn-
that these guidelines can support future endeavors of re- ing framework (Lund et al. 2019; Varela et al. 1993), where:
searchers and practitioners in integrating technology- (a) students’ bodily involvement contributes to their learning
enhanced embodied learning in real classroom settings. (Embodied learning), (b) students are learning by doing
(Enactive learning), (c) the learning environment is enriched
LX Design Guidelines with instruments, objects and things supporting students’ cog-
nition (Extended and learning) and (d) learning activities are
The integration of technology-enhanced embodied learning in coupled not only with the physical environment but also with
the classroom affords not only opportunities but also con- the socio-cultural one (Embedded learning).
straints in the classroom ecosystem as well as in the learning
process, which need to be taken into account. Reflecting on Limitations and Future Studies
our findings about the opportunities and challenges derived
from the enactment of the proposed LX design, we have for- This work does not come without limitations. The present
mulated a set of guidelines around the implementation of study focused on a particular embodied learning app, a partic-
technology-enhanced embodied learning in authentic educa- ular age-range (i.e. primary school students), and a specific
tional contexts, as follows: domain (i.e. learning in Mathematics). Future studies should
investigate the proposed LX design with a broader range of
& Target for appropriate forms of embodied interaction. embodied apps, as well as, students of different ages and in
Select embodied apps that integrate intuitive movements, different domains, to examine the consistency of the reported
which are aligned to the content to be learned. findings in other contexts and settings (i.e., ecological validi-
& Target for a collaborative learning approach: Task the ty). Along the same lines, the sample of this study comprised
students to work in group of mixed abilities comprised of the teachers who co-designed and enacted the LX design
TechTrends

and their students, which limits the generalizability of the institutional research committee and with the 1964 Helsinki declaration
and its later amendments or comparable ethical standards.
findings. Future studies should investigate for instance the
effectiveness of the LX design with additional teachers, who
Informed Consent Informed consent was obtained from all individual
have not participated in the co-design process, to explore the participants included in the study.
transferability of the findings. Future studies should also aim
at extending their duration. This study presents a relatively
short intervention, which increases the possibility of an enthu-
siastic student reaction to the technology and overall learning
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