TY - GEN
T1 - Designing a system for playful coached learning in the STEM curriculum
AU - Korn, Oliver
AU - Rees, Adrian
AU - Dix, Alan
N1 - Publisher Copyright:
© 2017 ACM.
PY - 2017/3/13
Y1 - 2017/3/13
N2 - We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables "playful coached learning" (PCL): a learning process enriched by gamification but also close to the learner's activities and emotional setting. After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner's actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined.
AB - We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables "playful coached learning" (PCL): a learning process enriched by gamification but also close to the learner's activities and emotional setting. After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner's actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined.
KW - Context-aware learning
KW - Gameful design
KW - Gamification
KW - Playful coached learning
KW - STEM
KW - Smart learning
UR - http://www.scopus.com/inward/record.url?scp=85016928892&partnerID=8YFLogxK
U2 - 10.1145/3038535.3038538
DO - 10.1145/3038535.3038538
M3 - Conference contribution
AN - SCOPUS:85016928892
T3 - SmartLearn 2017 - Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, co-located with IUI 2017
SP - 31
EP - 37
BT - SmartLearn 2017 - Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, co-located with IUI 2017
PB - Association for Computing Machinery, Inc
T2 - 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, SmartLearn 2017
Y2 - 13 March 2017
ER -