Wearable Learning Technologies for Math on SmartWatches: a feasibility study

Authors

  • Jonathan CASANO Author
  • Ivon ARROYO Author
  • Jenilyn AGAPITO Author
  • Ma. Mercedes RODRIGO Author

DOI:

https://doi.org/10.58459/icce.2016.1237

Abstract

A theory of cognition called embodied cognition believes that the development of thinking skills is distributed among mind, senses and the environment. Research into this field has resulted into the development of applications in different areas including Mathematics. This paper reports one part of a larger series of studies on the design and implementation of embodied cognition of Mathematics educational systems. We describe the migration and evaluation of a game called "Estimate It", a wearables-based game for teaching measurement estimation and geometry. Experts were invited to evaluate the game, for which a generally positive rating was acquired. The game's collaborative nature, its hands-on way of teaching estimation, and the incorporation of technology were seen as promising points. Infrastructure readiness, classroom control and adjustment to the new technology were areas of concern.

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Published

2016-11-28

How to Cite

Wearable Learning Technologies for Math on SmartWatches: a feasibility study. (2016). International Conference on Computers in Education. https://doi.org/10.58459/icce.2016.1237