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.
|Title of host publication||SmartLearn '17 - Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning|
|Publisher||Association for Computing Machinery|
|Publication status||Published - 13 Mar 2017|
|Event||2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning - Limassol, Cyprus|
Duration: 13 Mar 2017 → 13 Mar 2017
|Workshop||2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning|
|Period||13/03/17 → 13/03/17|