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Emboldened by Embodiment

Six Precepts for Research on Embodied Learning and Mixed Reality

Bibliographic Data

ID9734677
AuthorsRobb Lindgren (0000-0002-5366-3196, University of Illinois Urbana-Champaign, Champaign, IL, corresponding author), Mina Johnson-Glenberg (Arizona State University, Tempe, AZ), Mina C Johnson‐Glenberg (0000-0003-0941-3744, Arizona State University)
Year2013
Volume42
Issue8
Pages445-452
Publication date2013-11-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducational Researcher (JOURNAL)
Journal identifiersISSN: 0013-189X • E-ISSN: 1935-102X
PublisherAmerican Educational Research Association (AERA) (PUBLISHER)
DOI10.3102/0013189x13511661
OpenAlexW2159065226
LanguageEN
Citations received82
References cited45

The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent research supports the idea that body activity can be an important catalyst for generating learning, and new technologies are being developed that use natural human physicality and gesture as input. However, existing research on embodied learning technologies has been disparate, driven largely by specific technical innovations and constraints, and often lacking a clear focus on establishing their efficacy in educational contexts. On the basis of the unique characteristics of these technologies and on their own experiences conducting research in this area, the authors put forth six precepts for embodied learning technology researchers that pertain to the rationale, design, and execution of empirical studies

Cognitive science · Embodied agent · Embodied cognition · Emerging technologies · Gesture · Human–computer interaction · Knowledge management · Merge (version control · Artificial Intelligence · Computer Science · Educational Games and Gamification · Innovative Human-Technology Interaction · Psychology · Virtual Reality Applications and Impacts

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Unique citing works82
Citations per year6,31
Citation span2013 - 2026 (14)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 82

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