{"id":164670,"date":"2013-04-29T00:00:00","date_gmt":"2013-04-29T00:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/spatialease-learning-language-through-body-motion\/"},"modified":"2018-10-16T20:40:07","modified_gmt":"2018-10-17T03:40:07","slug":"spatialease-learning-language-through-body-motion","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/spatialease-learning-language-through-body-motion\/","title":{"rendered":"SpatialEase: Learning Language through Body Motion"},"content":{"rendered":"
\n

Games that engage both mind and body by targeting users\u2019 kinesthetic intelligence have the potential to transform the activity of learning across a wide variety of domains. To investigate this potential in the context of second language learning, we have developed SpatialEase: a Kinect game for the body-based learning of language that is grounded in space and motion. In this game, learners respond to audio commands in the second language by moving their bodies in space, while a game mechanic based on distributed cued-recall supports learning over time. Our comparison of SpatialEase with the popular Rosetta Stone software for learner of Mandarin Chinese showed similar learning gains over a single session and generated several key implications for the future design of mixed-modality learning systems.<\/p>\n<\/div>\n

<\/p>\n","protected":false},"excerpt":{"rendered":"

Games that engage both mind and body by targeting users\u2019 kinesthetic intelligence have the potential to transform the activity of learning across a wide variety of domains. To investigate this potential in the context of second language learning, we have developed SpatialEase: a Kinect game for the body-based learning of language that is grounded in […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13554],"msr-publication-type":[193716],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-164670","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"ACM","msr_edition":"CHI 2013 Conference on Human Factors in Information 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