1. MathMazing
3D gesture recognition exergame
for arithmetic skills
Sameer Sahasrabudhe
Adeet Shah, Mohini Thakkar, Varun Thakkar,
Sridhar Iyer
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2. Fluency in basic arithmetic
leads to acquiring higher
level maths
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3. Fluency in basic arithmetic
leads to acquiring higher
level maths
Drill and practice
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4. Drill and practice
• Helps in efficient recall [1]
• Improves over a period of time
3 [1] Dehaene 1997, Wong & Evans 2007
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5. Drill and practice
• Helps in efficient recall [1]
• Improves over a period of time
Children find practice boring!
3 [1] Dehaene 1997, Wong & Evans 2007
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6. Drill and practice
• Helps in efficient recall [1]
• Improves over a period of time
Children find practice boring!
Computer based drill and
practice games
3 [1] Dehaene 1997, Wong & Evans 2007
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7. Computer based drill and practice games
• Children prefer over paper-pencil
• Enhances positive attitude towards math [2]
4 [2] Yurdabakan & Uzunkavak 2008, Ke 2008
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8. Computer based drill and practice games
• Children prefer over paper-pencil
• Enhances positive attitude towards math [2]
Time spent on computer leads to
sedentary lifestyle
4 [2] Yurdabakan & Uzunkavak 2008, Ke 2008
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9. Computer based drill and practice games
• Children prefer over paper-pencil
• Enhances positive attitude towards math [2]
Time spent on computer leads to
sedentary lifestyle
Exergames
4 [2] Yurdabakan & Uzunkavak 2008, Ke 2008
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10. Exercise + games = Exergames [3]
• Players perform physical activities to play
• Mind focuses on action, exercise ‘just happens’
5 Dietz and Gortmaker 1993, Bogost 2007
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11. Exercise + games = Exergames [3]
• Players perform physical activities to play
• Mind focuses on action, exercise ‘just happens’
WII, X Box...
5 Dietz and Gortmaker 1993, Bogost 2007
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12. Gesture based games
More exciting than conventional
interaction devices like keyboard, mouse
or joystick
Impact children’s learning and enjoyment
in physical activities [4]
Induce children to apply abilities
corresponding to multiple intelligences [5]
6 [4] Alharthi et.al 2012, [5] Gardner 1983
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31. Usability test: objectives [7]
learnability (degree of ease for the
first time users)
efficiency (after they have interacted
once, how quickly can they perform)
satisfaction (whether the interaction
was pleasant?)
13 [7] Nielsen, 2003, Shneiderman, 1980
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32. Usability test: Results
Students not only found MathMazing
enjoyable but also showed a marked
preference for its gesture-based interaction
mode
There was a reduction in the time required
by the students to not only calculate the
correct answer but also navigate to it
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35. Sample feedback
“Math was one subject I always feared
but the enjoyment of the game helped
him to overcome the fear”.
I liked the interaction (Kinect)
and the game play!
...if the interactions were
using keyboard and mouse
then, I would not have played
the game so long.
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36. Future work
Usability test with a larger sample
Variations in the maze paths
More intuitive gestures for the users
Adaptations for other subjects like english
Ex: Choose and navigate to a correct
spelling or Choose a correct spelling which
can be made from the alphabets given
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37. Thank you
s1000brains@iitb.ac.in
http://www.it.iitb.ac.in/~s1000brains
For other Blender related activities:
http://oscar.iitb.ac.in/blenderactivities.do
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