“Movement, or physical activity, is thus an essential factor in intellectual growth, which depends upon the impressions received from outside. Through movement we come in contact with external reality, and it is through these contacts that we eventually acquire even abstract ideas.”
Physical movement in learning has been widely researched and written about. In the early 1930’s, Dr. Montessori understood that learning relied on how our physical bodies interacted with the environment. For her, the environment was physical. Today, we are able to consider the role of digital technologies, spaces, objects and experiences in the context of embodied learning.
Embodied, for our purposes, means that the learner has initiated a physical gesture or movement that is well-mapped or linked to the content to be learned. This might include place-based learning experiences, in-class hands-on engagement, learning labs, games and also includes the possibilities afforded through immersive technologies.
Immersive technologies, including Virtual Reality (VR) and Augmented Reality (AR), have the potential to enhance or even redefine learning (Puentedura, 2013). VR offers potentially emotionally charged, immersive experiences, where the user is ‘within’ the virtual environment, while AR overlays digital content on the real world. Research by Johnson-Glenberg MC (2018) emphasizes the levels of embodiment in education—ranging from basic gestures to full-body movement—to deepen learning experiences.
This emotional engagement, can lead to increased behavioural and, ultimately, cognitive engagement (Dubovi & Tabak, 2021). As teachers, integrating embodied learning means actively engaging students physically in the learning process. Digital and other technologies offer a spectrum of physical engagement levels for a more immersive and effective approach to teaching science. We can move from simple gesture to full body movement.
At the lower end of the embodiment spectrum would be the use of 360 video or other gesture based media (such as the Shakespeare folio we explored in our visit to UBC’s Emerging Media Lab – links to external UBC site). 360 video would be another good example. With equipment becoming less expensive and more accessible, you might try shooting your own video (or take still images using Google Streetview).
Below is an example 360 video a friend and I shot in Pacific Spirit Park. It shows my mentor, Lynn Pollard, a long-time Surrey teacher, environmental activities and naturalist educator. (Special thanks to Sharon Hu)
Now imagine the potential engagement and immersion if we could also smell the forest while learning about the carbon cycle! I actually tried this out using simple ‘scent boxes’ that students held while interacting with the video (one with moss, others with cedar, fir, leaves). While this video doesn’t allow for ‘smellivision’, it does allow a greater level of immersion than a static image or standard video. I have used this as ‘prep’ for heading outdoors with students and as a ‘replay’ to re-immerse ourselves upon return and before we do some art or writing activities related to our field experience. It could also be used as a replacement to an outdoor experience (depending on context, objectives).
Levelling up a bit on the embodiment spectrum would be opportunities that allow for full body movement and gesture. This might include fully immersive VR of the kind explored on a recent visit to UBC’s Emerging Media Lab (EML).(links to external/UBC based site) Of course, while some schools have invested in this digital tech, access may not be possible in the average k12 school today. We were fortunate in our visit to the EML to try out a few different options (see table below for resource links).
Using the rather ubiquitous smartphone, we can view a variety of 3D images using a google search and engage with them as AR images in the environment.
Imagine our surprise when a tiger joined the class (or when the full circulatory system model wandered by!). In order to view these 3D images, we need to move around them physically and gesture to adjust size; allowing a somewhat ’embodied’ experience.
We might also use a Merge Cube to view AR models. Again, not super high tech, but thought provoking when we think about the difference between a static model of the heart and a larger than life sized beating organ suspended in the room in front of us!
Embracing embodied learning empowers students to not just learn about science or the world around them, but to tangibly experience and internalize it. It’s about creating educational experiences that transcend the traditional confines of a classroom, fostering a deeper and, hopefully, more lasting connection between physical engagement and knowledge acquisition.
References:
Dubovi I, Tabak I. Interactions between emotional and cognitive engagement with science on YouTube. Public Underst Sci. 2021 Aug;30(6):759-776. doi: 10.1177/0963662521990848. Epub 2021 Feb 5. PMID: 33546572; PMCID: PMC8314998.
Johnson-Glenberg MC. Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls. Front Robot AI. 2018 Jul 24;5:81. doi: 10.3389/frobt.2018.00081. PMID: 33500960; PMCID: PMC7805662. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805662/
Montessori, Maria. The Secret of Childhood. Orient Longman, 1966.
Puentedura, R. R. (2013, May 29). SAMR: Moving from enhancement to transformation [Web log post]. Retrieved from http://www.hippasus.com/rrpweblog/archives/000095.html
Resources from our Session (Oct 2023)
I recently had the opportunity to work with UBC Faculty, grad students and members of the team at the Emerging Media Lab on the Vancouver Campus on some interactive and ’embodied’ stations to allow students to experiment and consider the levels of embodiment afforded with Augmented and Virtual Reality tools. Below are some resources from our session. It is important to note that we did not offer these AR and VR options as alternatives to ‘real world embodied learning’ but as enhancements to the learning environment.
EML offers weekly drop-ins and opportunities to collaborate on projects, co-plan and co-teach! https://eml.ubc.ca/
Station/Activity | Level of Embodiment | Resource notes/Links |
VR immersive exploration (Stanley Park Simulation EML Project) | immersive VR, interactive controllers, gesture, movement, sound | https://eml.ubc.ca/projects/geography-vr/ |
Holo brain (using Hololens) | gesture-based augmented reality | https://eml.ubc.ca/projects/holobrain/ |
Smartphone Google Search AR | gesture-based AR with some body movement | Link to ios/android instructions and full list of available 3D images – Google link. |
Star Walk AR | gesture-based AR with some large body movement | Requires smartphone, ipad, tablet. Star viewing apps allow you to view celestial objects/night sky in real time and across space and time. Link to Star Viewing Apps SS Blog post. |
Merge Cube AR | gesture-based AR | Requires handheld/smart phone or ipad. Link to Merge Cube blog post in Scarfe Sandbox. |
Shakespeare XR Interactive | gesture-based AR | A table top virtual Shakespeare text, turn the pages with gesture. https://eml.ubc.ca/projects/shakespeare-xr/ |
Planning for ‘Tech-enhanced Embodied Learning’
I created the following ‘solution tree’ of considerations when electing to incorporate these tools (note this tree is a first draft… I’m hoping to make a more effective diagram for a future edit of this post – please comment on this post if you have feedback)
- Is the experience you wish to offer POSSIBLE in the real world? Can you/your students visit the place or hold the object
- if yes, then…
- Consider incorporating the digitally enabled tools as supplement or enhancement to real world experiences and labs. For example, pre- or post- labs; allowing students to pre-play and re-play content or experiences using digital tools including 360 media can enhance their reflections on the experience, can supplement and even deepen connections to learning.
- if yes, then:
- Think about: your learning objectives and the ‘level of embodiment’ you’d like to offer your students as you choose the tools.
- Ask:
- are any students going to be excluded (due to health and safety or access issues?
- if no, then…
- GO! Try to make it happen. Advocate for it!
- if yes, then…
- plan or consider alternative experiences. For example: if a student has vestibular or other health or safety concerns and may not be able to use a VR headset, is there an AR experience you can offer that is more comfortable for that student (Consider Universal Design for Learning (UDL) principles in your planning and you’ll see that having an alternative will likely be necessary for some and of benefit to many!)
- Is the experience you wish to offer IMPOSSIBLE in the real world (perhaps unsafe or inaccessible to some/all of your students)
- if yes, then…
- consider incorporating the digitally enabled tools as the main/central experience in the lesson or unit or lab.
- if yes, then:
- Think about:
- your learning objectives and the ‘level of embodiment’ you’d like to offer your students as you choose the tools.
- how you will ensure access and engagement (if you have access to only one device, what will students do when it is not their ‘turn’? are there stations you can set up for students for more active engagement and to lessen ‘wait time’; what role do students have who are not ‘immersed’ in the activity?
- how will students reflect upon their experience?
- Ask: Are any of my students going to be left out of this experience?
- if no, then…
- GO! Try to make it happen. Advocate for it!
- if yes, then…
- plan or consider alternative experiences. For example: if a student has vestibular or other health or safety concerns and may not be able to use a VR headset, is there an AR experience you can offer that is more comfortable for that student (Consider Universal Design for Learning (UDL) principles in your planning and you’ll see that having an alternative will likely be necessary for some and of benefit to many!)
- Think about:
Blog post by Yvonne Dawydiak, Learning Design Manager, Teacher Education Oct 2023
Thanks so much for visiting us at EML. We look forward to repeat visits and other collaborations around emerging media at UBC from your Faculty.
You’re welcome Maryann, we’re looking forward to more opportunities too!