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https://doi.org/10.1007/s11528-020-00543-y
ORIGINAL PAPER
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
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
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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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),
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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Table 1 Categorization of teachers’ perceptions about the LX design and the technology integration of the embodied app
Table 2 Summarization of core themes, sub-themes and issues discussed by the students
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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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
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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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