An embodied tutoring system for literal vs. metaphorical concepts

In this paper we combine motion captured data with linguistic notions (preliminary study) in a game-like tutoring system (study 1), in order to help elementary school students to better differentiate literal from metaphorical uses of motion verbs, based on embodied information. In addition to the th...

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Bibliographic Details
Main Authors: Aloimonos, Y. (Author), Schack, T. (Author), Sionti, M. (Author)
Format: Article
Language:English
Published: Frontiers Media S.A. 2018
Subjects:
Online Access:View Fulltext in Publisher
LEADER 02247nam a2200229Ia 4500
001 10.3389-fpsyg.2018.02254
008 220706s2018 CNT 000 0 und d
020 |a 16641078 (ISSN) 
245 1 0 |a An embodied tutoring system for literal vs. metaphorical concepts 
260 0 |b Frontiers Media S.A.  |c 2018 
856 |z View Fulltext in Publisher  |u https://doi.org/10.3389/fpsyg.2018.02254 
520 3 |a In this paper we combine motion captured data with linguistic notions (preliminary study) in a game-like tutoring system (study 1), in order to help elementary school students to better differentiate literal from metaphorical uses of motion verbs, based on embodied information. In addition to the thematic goal, we intend to improve young students' attention and spatiotemporal memory, by presenting sensorimotor data experimentally collected from thirty two participants in our motion capturing labs. Furthermore, we examine the accomplishment of tutor's goals and compare them to curriculum's approach (study 2). Sixty nine elementary school students were randomly divided in two experimental groups (game-like and traditional) and one control group, which did not undergo an intervention. All groups were tested in pre and post-tests. Even though the diagnostic pretests present a uniform picture, two way analysis of variance suggests that the experimental groups showed progress in post-tests and, more specifically, game-like group showed less wrong answers in the linguistics task and higher learning achievements compared to the other two groups. Furthermore, in the game-like condition the participants needed gradually shorter period of time to identify the avatar's actions. This finding was considered as a first indication of attentional and spatiotemporal memory's improvement, while the tutor's assistance features cultivated students' metacognitive perception. © 2018 Sionti, Schack and Aloimonos. 
650 0 4 |a Educational (serious) game 
650 0 4 |a Language teaching 
650 0 4 |a Literal meaning 
650 0 4 |a Metaphors 
650 0 4 |a Motion capture data 
650 0 4 |a Spatiotemporal memory 
700 1 |a Aloimonos, Y.  |e author 
700 1 |a Schack, T.  |e author 
700 1 |a Sionti, M.  |e author 
773 |t Frontiers in Psychology