Skip to main content

Collaborative Spatial Problem-Solving Strategies Presented by First Graders by Interacting with Tangible User Interface

  • Conference paper
  • First Online:
HCI International 2021 - Posters (HCII 2021)

Abstract

Today's society alongside technological advancement requires people to work collaboratively, be better prepared and competent to deal with the diversity of problems, on the other hand, the use of technologies like Tangible User Interfaces (TUIs), allows people to explore different alternatives when they are faced with a problem situation, so this paper presents an investigation with the objective was to analyze the incidence of the different strategies collaborative in type spatial problem-solving that presented by first-grade boys and girls under the pretext of games. The research was carried out in a public primary school of low socioeconomic class in a region between mountains, called Córdoba, of Quindío State in country Colombia. The sample involved the first-grade course with 16 students randomly divided into groups. The methodology used was qualitative research by focusing on understanding the phenomena, exploring them from the perspective of the participants. Data collection is based on transcriptions and video analysis of student interaction during task execution with TUI in the educational scenario of the game. To develop this research 4 stages were planned, and two TUIs were built (an educational robot and a robot jeep-type vehicles) and an app for mobile phones. The results are related to the restructuring of children's thinking, the difficulties in solving the problem, and the resolution strategies that emerged within the groups, besides it the conflicts and agreements that arise in the interaction with classmates when proposing strategies of problem-solving.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Kereluik, K., Mishra, P., Fahnoe, C., Terry, L.: What knowledge is of most worth: teacher knowledge for 21st century learning. J. Digit. Learn. Teach. Educ. 29(4), 127–140 (2013). https://doi.org/10.1080/21532974.2013.10784716

    Article  Google Scholar 

  2. UNESCO: Documento de Trabajo E2030 : Educación y Habilidades para el Siglo 21. Doc. Trab., pp. 1–55 (2017). www.unesco.org/open-access/terms-use-ccbysa-sp

  3. Burleson, W.S., et al.: Active learning environments with robotic tangibles: children’s physical and virtual spatial programming experiences. IEEE Trans. Learn. Technol. 11(1), 96–106 (2018). https://doi.org/10.1109/TLT.2017.2724031

    Article  Google Scholar 

  4. Nebot, P.D.D., Vera, D.A., Calero Somoza, J.: Educación Matemática en la Infancia Elementos de resolución de problemas en primeras edades. 7, 12–41 (2018)

    Google Scholar 

  5. Ishii, H.: From GUI to TUI Urp : An Example of TUI. Interfaces (Providence), pp. 1–17 (2006)

    Google Scholar 

  6. Gutiérrez Posada, J.E., Hayashi, E.C.S., Baranauskas, M.C.C.: On feelings of comfort, motivation and joy that GUI and TUI evoke. In: Marcus, A. (ed.) DUXU 2014. LNCS, vol. 8520, pp. 273–284. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07638-6_27

    Chapter  Google Scholar 

  7. Sylla, C., Branco, P., Coutinho, C., Coquet, E.: TUIs vs. GUIs: comparing the learning potential with preschoolers. Pers. Ubiquitous Comput. 16(4), 421–432 (2012). https://doi.org/10.1007/s00779-011-0407-z

    Article  Google Scholar 

  8. Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits, and atoms. In: Proceedings of the 8th International Conference on Intelligent User Interfaces, no. March, p. 3 (1997). https://doi.org/10.1145/604045.604048

  9. Schneider, B., Jermann, P., Zufferey, G., Dillenbourg, P.: Benefits of a tangible interface for collaborative learning and interaction. IEEE Trans. Learn. Technol. 4(3), 222–232 (2011). https://doi.org/10.1109/TLT.2010.36

    Article  Google Scholar 

  10. Güven, B., Kosa, T.: The effect of dynamic geometry software on student mathematics teachers’ spatial visualization skills. Turkish Online J. Educ. Technol. 7(4), 100–107 (2008)

    Google Scholar 

  11. Miller, D.I., Halpern, D.F.: Can spatial training improve long-term outcomes for gifted STEM undergraduates? Learn. Individ. Differ. 26, 141–152 (2013). https://doi.org/10.1016/j.lindif.2012.03.012

    Article  Google Scholar 

  12. Karakuş, F., Aydin, B.: The effects of computer algebra system on undergraduate students’ spatial visualization skills in a calculus course. Malaysian Online J. Educ. Technol. 5(3), 54–69 (2017). www.mojet.net

  13. Gilligan, K.A., Flouri, E., Farran, E.K.: The contribution of spatial ability to mathematics achievement in middle childhood. J. Exp. Child Psychol. 163, 107–125 (2017). https://doi.org/10.1016/j.jecp.2017.04.016

    Article  Google Scholar 

  14. Rutherford, T., Karamarkovich, S.M., Lee, D.S.: Is the spatial/math connection unique? Associations between mental rotation and elementary mathematics and English achievement. Learn. Individ. Differ. 62(January), 180–199 (2018). https://doi.org/10.1016/j.lindif.2018.01.014

    Article  Google Scholar 

  15. Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J.: Serious games, vol. 13, no. 6. Switzerland (2016)

    Google Scholar 

  16. Granado, N., Garayo, A.: Juegos cooperativos: Aprender a cooperar, cooperar para aprender. Barcelona (2015)

    Google Scholar 

  17. Wendel, V., Konert, J., Multiplayer Serious Games (2016)

    Google Scholar 

  18. del pilar Hernandez-Sampieri, . C.; Fernández-Collado, B.-L.M.: Metodología de la Investigación (2010)

    Google Scholar 

  19. Aristizábal, J. H., Colorado, H., Gutiérrez, H.: “El juego como una estrategia didáctica para desarrollar el pensamiento numérico en las cuatro operaciones básicas,” Sofia- sophia, vol. 12, no. 1, pp. 117–127, 2016, doi: https://doi.org/10.18634/sophiaj.12v.1i.450.

  20. Moreno, T.R.L.: Las nuevas tecnologias en el aula de matemáticas y ciencias. Av. y Perspect vol. 17 (1998)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Jorge Hernán Aristizábal Zapata or Julián Esteban Gutíerrez Posada .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Aristizábal Zapata, J.H., Gutíerrez Posada, J.E. (2021). Collaborative Spatial Problem-Solving Strategies Presented by First Graders by Interacting with Tangible User Interface. In: Stephanidis, C., Antona, M., Ntoa, S. (eds) HCI International 2021 - Posters. HCII 2021. Communications in Computer and Information Science, vol 1421. Springer, Cham. https://doi.org/10.1007/978-3-030-78645-8_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-78645-8_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-78644-1

  • Online ISBN: 978-3-030-78645-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics