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Taking a signal: A review of gesture-based computing research in education
Affiliation:1. Graduate School of Science and Engineering, Saitama University, 255 Shimo-okubo, Sakura-ku, Saitama-shi, Saitama 338-8570, Japan;2. Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, University of Ruhuna, Hapugala, Galle 80000, Sri Lanka;3. Faculty of Food and Nutrition Science, Toyo University, 1-1-1 Izumino, Itakura-machi, Ora-gun, Gunma-ken 374-0113, Japan;1. Knowledge Media Research Center, Schleichstr. 6, 72076 Tübingen, Germany;2. Department of Psychiatry & Psychotherapy, University of Tübingen, Calwerstr. 14, 72076 Tübingen, Germany;1. Department of Teaching and Learning, Southern Methodist University, United States;2. Department of Educational Psychology, University of Wisconsin, Madison, United States
Abstract:This study used content analysis of journal articles from 2001 to 2013 to explore the characteristics and trends of empirical research on gesture-based computing in education. Among the 3018 articles retrieved from 5 academic databases by a comprehensive search, 59 articles were identified manually and then analyzed. The distribution and trends analyzed were research methods, study disciplines, learning content, technology used, and intended settings of the gesture-based learning systems. Furthermore, instructional interventions were also analyzed based on the learning context or the sub-education domain to which they belonged to ascertain if any instructional intervention was applied in these systems. It was found that experimental design research is the most commonly used method (72.9%) followed by design-based research (20.3%). The findings indicate that Nintendo Wii is the gesture-based device that is the most often used (40%), while the domain in which the technology is most frequently used is special education (42.4%). The same trend was also found in a further analysis which identified that the domain which uses Wii the most is special education (70%). Among all the identified learning topics, motor skills learning has the highest percentage (44%). When grouping these topics into three domains of knowledge (procedural, conceptual, and both), the result demonstrates that both procedural and conceptual type of knowledge are equally distributed in the gesture-based learning studies. Finally, a comparison of instructional intervention of gesture-based learning systems in different sub-education domains is reported.
Keywords:Human–computer interface  Interactive learning environments  Interdisciplinary projects  Pedagogical issues  Teaching/learning strategies
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