Embodied design using augmented reality: the case of the gradient

Publication date

2022-06-01

Authors

Bos, RogierORCID 0000-0003-2017-9792ISNI 0000000392098502
Doorman, MichielORCID 0000-0002-3233-3673ISNI 0000000396216721
Drijvers, P.H.M.ISNI 0000000369715867
Shvarts, A. Y.ISNI 0000000492921279

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Article
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cc_by

Abstract

We study the augmented reality sandbox (ARSB) as an embodied learning environment to foster meaning making in the context of bivariable calculus. We present the case of Tiago, a first-year bachelor chemistry student, performing a series of tasks based on embodied design, including perception-based, action-based and incorporation-based tasks. Tiago’s work demonstrates the affordances of the ARSB, e.g. to trace a height line and to manipulate plastic planes either with or without feedback from projected height lines. Tiago’s reasoning about mathematical concepts, e.g. the parameters in a plane equation and the gradient vector, is supported by perceptual structures that he discovers during these embodied tasks. We distinguished two ways in which ARSB affordances were used in the learning sequence. In perception-based and action-based tasks, the affordances of the ARSB were immediately available and intensively involved in the interaction. In incorporation tasks, on the contrary, a critical affordance was deliberately removed and the student was able to reproduce its functionality without technology.

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Citation

Bos, R, Doorman, M, Drijvers, P & Shvarts, A 2022, 'Embodied design using augmented reality: the case of the gradient', Teaching Mathematics and its Applications, vol. 41, no. 2, pp. 125-141. https://doi.org/10.1093/teamat/hrab011