Creative Learning Lab of Waag and Kennisnet researched the possibilities of embodied learning and what role it can play in learning 21st century skills. These skills include collaboration, personal involvement, focus and creativity. Some of the research questions were: can the body and movement function as an interface? How is education enriched by embodied learning? Is knowledge stored and retrieved better when a physical component is added to the educational process?
For this project and the research of the embodied learning options, we collaborated with artist Marloeke van der Vlugt, maker of interactive installations. Artists can generate out-of-the-box ideas. They can create new, unlogic possibilities and give their unique and personal vision in projects. Marloeke connected her arts practice and personal research to this project.
The results of her earlier installations formed the foundation to develop the hybrid embodied learning installation which concentrates on the interaction between body, movement and reflection. The angular cylinder, the rolling stairs and the asymmetrical seesaw are all used to stand upon. The technology in and around the objects gives visual and auditory feedback while finding the right balance, position and movement.
What is embodied learning?
Embodied learning is a form of learning where the whole body is used to get results. In an embodied learning environment, the interaction between body and the space has a central place. The body and physical movement are thus an important interface for learning in a hybrid space (both virtual as physical). The idea behind it is that physical interaction can stimulate existential learning. Wearables, tangible intelligent objects, sensor technology, motion-tracking and interactive video all come together in this way of learning, stemming from physical action.
Research by design
This installation is developed in collaboration with (educational) experts, based on the demands and conditions Marloeke van der Vlugt proposed.
This installation was part of the research within COMMIT/ Play (Virtual Worlds for Well-being).