A design science exploration of a visual-spatial learning system with feedback

Reading time: 6 minute
...

📝 Abstract

Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of users. Our research explored whether such a system could be used to provide feedback when teaching sign vocabulary. Whilst there are technologies available for teaching sign language, currently none provide feedback on the accuracy of the users’ attempts at making signs. In this paper we report how the three-dimensional dsplay capability of the technology can enhance the users’ experience. Also, when using tracking to identify errors in physical movements, how and when should feedback be given. A design science approach was undertaken to find a solution to this real world problem. The design and implementation of the solution provides interesting insights into how technology can not only emulate but also improve upon traditional learning of physical skills.

💡 Analysis

Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of users. Our research explored whether such a system could be used to provide feedback when teaching sign vocabulary. Whilst there are technologies available for teaching sign language, currently none provide feedback on the accuracy of the users’ attempts at making signs. In this paper we report how the three-dimensional dsplay capability of the technology can enhance the users’ experience. Also, when using tracking to identify errors in physical movements, how and when should feedback be given. A design science approach was undertaken to find a solution to this real world problem. The design and implementation of the solution provides interesting insights into how technology can not only emulate but also improve upon traditional learning of physical skills.

📄 Content

Australasian Conference on Information Systems

Ellis, Fisher, Willoughby, Barca 2015, Adelaide

Exploration of a visual-spatial learning system

1 A design science exploration of a visual-spatial learning system with feedback
Kirsten Ellis Faculty of Information Technology Monash University Victoria Australia Email: kirsten.ellis@monash.edu
Julie Fisher Faculty of Information Technology Monash University Victoria Australia Email: julie.fisher@monash.edu
Louisa Willoughby Faculty of Arts Monash University Victoria Australia Email: louisa.willoughby@monash.edu
Jan Carlo Barca Faculty of Information Technology Monash University Victoria Australia Email: jan.barca@monash.edu

Abstract
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of users. Our research explored whether such a system could be used to provide feedback when teaching sign vocabulary. Whilst there are technologies available for teaching sign language, currently none provide feedback on the accuracy of the users’ attempts at making signs. In this paper we report how the three- dimensional display capability of the technology can enhance the users’ experience. Also, when using tracking to identify errors in physical movements, how and when should feedback be given. A design science approach was undertaken to find a solution to this real world problem. The design and implementation of the solution provides interesting insights into how technology cannot only emulate but also improve upon traditional learning of physical skills. Keywords (Sign Language, Microsoft Kinect, Design Science)

Australasian Conference on Information Systems

Ellis, Fisher, Willoughby, Barca 2015, Adelaide

Exploration of a visual-spatial learning system

2 1 Introduction Relatively inexpensive mainstream games technologies are now able to track users’ movements in a level of detail not previously available in affordable systems. The availability of this technology enables many previously unconsidered problems to be approached but there are a plethora of assumptions that have to be made given the lack of empirical evidence on which to base design decisions. We are using a design science approach to investigate the implementation of a system to teach Australian Sign Language (Auslan) using a mainstream games technology, the Microsoft Kinect. The Kinect system uses one RGB camera and an infrared sensor to capture users’ movements allowing users to interact with what is displayed on the screen. It is an affordable technology with the potential of providing an alternative to sign language classes, which are not always available particularly for those not living in a major city (Fisher et al. 2014). Australian Sign Language (Auslan) is the signed language used by the Australian Deaf community but the knowledge gained about Sign Language (SL) learning is transferable to other signed languages. Our ongoing broader research project is seeking to answer the question “Can a mainstream game system assist people in learning Auslan?” The questions discussed in this paper are: Can the spatial capability of three-dimensional systems assist Auslan learners? How can effective feedback be provided to learners using technology to learn signs? When should this feedback be provided to the learner by the system? We have designed and built a prototype system that is enabling us to explore possible designs for each aspect of the system. The research is an iterative process involving the design and building of a system with ongoing trialling with users to ensure a meaningful learning interaction with the system.
2 Background Ninety precent of deaf children are born to hearing parents, so if they want to communicate using sign language they have the significant challenge of learning a new language (Daniels 2001; Grushkin 1998). One could argue that learning sign language is often different to learning other languages as often it is a necessity rather than a choice. For deaf people SL is the only fully accessible language so families of deaf children are forced to learn SL if they want to communicate with their child (Grushkin 1998). For SL learning, as with other physical skills, feedback to the learner from the teacher is an important component. There are methods of learning Auslan apart from classes include using videos and DVDs (Ghazarian 2005); whilst useful for learning to recognise signs these do not provide feedback on the accuracy of signs learned and do not vary the pace to meet the learner’s ability (Ellis and Blashki 2004). Newer technologies have demonstrated that they can check that users are able to recognise a sign accurately but cannot provide feedback to the learner on making a sign as happens

This content is AI-processed based on ArXiv data.

Start searching

Enter keywords to search articles

↑↓
ESC
⌘K Shortcut