Designing a System for Playful Coached Learning in the STEM Curriculum

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Authors

Colleges, School and Institutes

External organisations

  • Talis
  • Offenburg University

Abstract

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.

Details

Original languageEnglish
Title of host publicationSmartLearn '17 - Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning
Publication statusPublished - 13 Mar 2017
Event2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning - Limassol, Cyprus
Duration: 13 Mar 201713 Mar 2017

Workshop

Workshop2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning
CountryCyprus
CityLimassol
Period13/03/1713/03/17