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An emerging literature on embodied cognition shows that mathematical ideas can be learned through action-based interventions that ground understanding of abstract principles in concrete experiences. As new theoretical perspectives like embodied cognition emerge in education, so do new ways of using technology to support the difficult tasks of teaching and learning. This research offers two advancements for innovations in learning technology. First, we describe use of a prototype video game based on theories of embodied cognition to promote learning in a difficult domain – geometry theorem proving. Second, we show the feasibility of our system to track player body positions through rapid digital image processing using the camera that comes standard with laptop computers, rather than relying on specialized hardware.
Candace A. Walkington, Southern Methodist University
Mitchell J. Nathan, University of Wisconsin - Madison