Interaction, Embodiment, and Technologies in Early Years Learning

Lead Research Organisation: University of Edinburgh
Department Name: Moray House School of Education

Abstract

This grant gives me the opportunity to become a future research leader into new technologies for young children's learning, with expertise in how children's actions relate to their gestures and thinking. New technologies play an ever- increasing role in the lives of young children, and raise important questions such as: why is physical action important in the way children learn? How will new technologies change children's learning?

This grant will help address such questions through a carefully designed programme of research and training at the internationally recognised London Knowledge Lab, which builds upon my prior experiences as an Infant Teacher and Research Fellow. The research will contribute knowledge and new digital learning materials to both: academics in the fields of Education, Psychology and Computer Science; and non-academics, including teachers, parents, businesses and others involved in children's learning.

Background
We commonly give children materials, such as wooden blocks, to help them learn. Yet it remains unclear how these objects help children. Understanding how children's interactions affect their learning is increasingly important as new devices such as the iPad, change interaction. There are also important theoretical implications. Recent work has shown that the way we think may be 'embodied', that is to say, inseparably linked to our physical experiences. Evidence comes from the way that people gesture when describing ideas, such as moving their hands together to explain addition. It is possible therefore that children's actions with materials also help them explain ideas, and may even develop ideas we later see in gestures.

Research
I will develop new methods of examining how children's actions with materials affect the language and gestures they use to explain ideas. I will focus on mathematics, and examine how children manipulate physical blocks to explain number relationships such as why 2+7=3+6. I will then compare children's actions with other materials including digital squares manipulated using a mouse, iPad or gesture recognition device (e.g. 'wii'). This research will contribute knowledge about the role of physical actions in children's thinking and the likely impact of new devices. It will also generate digital materials to be shared widely.

Training
I will broaden my methodological expertise through innovative video analysis of the relationship between children's actions, gestures and speech ('multimodal analysis'). The London Knowledge Lab, now a national node for multimodal research methods, provides the expertise to develop the necessary skills and my mentors both have internationally high profiles in multimodal research and novel technologies. I will further my expertise through training visits to labs in Chicago and California, who specialise in gesture and interactive technologies for learning. To share the research more widely, I have also agreed training periods with two other organisations: to develop workshop packages for early years professionals and generate multimedia resources for online access.

Sharing knowledge
Work will be presented using traditional and innovative means. I will publish findings through journals, conferences, workshops, seminars, reports and online articles. I will build my existing academic networks to collaborate both nationally and internationally, including a special issue on Early Years and Technology.

I will realise the value of this proposal to non-academic audiences, extending my current networks with teachers and businesses through a range of activities including workshops, teacher training, reports, press releases and magazine articles. Importantly, I will develop my knowledge and skills to take advantage of new media: producing professional video materials, a website offering materials from papers to video clips, downloadable apps, and a public interactive event to engage a wider audience.

Planned Impact

This proposal has been developed in order to maximise academic, economic, social, and cultural impact.

Academic
As identified in the Academic Beneficiaries section, this proposal is able to draw links between disciplines and consequently foster creative collaborations. A key aspect of the project is the development of novel methods for analyzing multimodal forms of interaction and expression. These methods will be communicated with researchers across disciplines (as well as directly training the Research Assistant employed for video analysis).

Economic
Digital technologies are transforming business, government, wider society, and increasingly education through a number of start-up companies. For example, in the last two years, more than 1000 commercial applications for the iPad have been marketed for young children. By furthering our understanding of children's interaction with technology and learning, this project can help evaluate these and develop new learning designs, both physical and virtual. Indeed, I developed good links with UK industry during my ESRC fellowship (e.g. BBC, 2simple, VTech, Promethean, LandofMe) through events such as the Digital Childhood seminar series and STELLAR (European project for Technology Enhanced Learning) meetings. My recent support for the company PlingToys demonstrates the potential of this research to promote new start-ups.

This proposal is also able to inform financial decisions about purchasing equipment in schools. Echoing previous trends (e.g. electronic boards), there has been a recent interest in Early Years Education for devices such as iPads. Considering how these devices continue to be updated, information is needed to evaluate what may constitute significant investment.

Social
The studies proposed in this research will involve several schools, notably those in areas where children may have less educational experiences with novel forms of technology. As the research focuses on a curriculum area (number concepts), this will directly benefit the children taking part in studies, as well as other children (in the class and school) where I will take advantage of my previous experiences as a teacher to explain the concepts focused upon, and encourage reflection on the role of technology. Providing information to teachers and parents will also develop their knowledge to support children. Findings from the research, as well as the training materials and digital resources provided, will develop the expertise of a much larger audience of early years professionals.

This research will contribute to our understanding of the role of technology in young children's education. Reflecting greater awareness of the importance of digital literacy in education, this has become an increasing focus of political and media debate. As well as provide much needed information to evaluate claims for the benefits or perils of young children's use of technology, this research can help foster debate surrounding the educational opportunities offered by devices that are increasing available to children before they start school. Such possibilities need to be considered alongside equality issues arising from differences in provision.

Cultural
The increasing integration of technology in society has had a large cultural impact, causing many to critically reflect upon the nature of such change. Digital technology influences how we interact with the world and each other; providing technologies for young children requires us to reconsider our values and responsibilities. This research touches upon many of these issues, such as when and how we introduce young children to digital devices, the importance of hands-on interaction in the way we think and learn, or how technology influences, and sometimes challenges, traditional adult-child interactions. A key aim will be to engage a wide audience from diverse backgrounds in these themes central to this research.

Publications

10 25 50

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Howland K (2015) Every child a coder?: research challenges for a 5--18 programming curriculum in Proceedings of the 14th International Conference on Interaction Design and Children

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Howland K (2019) Editorial - Special Issue on Computational Thinking and Coding in Childhood in International Journal of Child-Computer Interaction

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Laurie M (2018) A brief report on the use of educational technology with autistic pupils in The Psychology of Education Review

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Manches A (2016) The Effects of Physical Manipulatives on Children's Numerical Strategies in Cognition and Instruction

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Manches A (2020) Identifying embodied metaphors for computing education in Computers in Human Behavior

 
Title 3 Ways Hand Gestures can Influence How We Learn 
Description Animation summarising the project 
Type Of Art Film/Video/Animation 
Year Produced 2016 
Impact 200 views - but also used in presentations of work to wider public audience 
URL https://vimeo.com/manches/gesturenumbers
 
Description Research Knowledge and new Questions
The project generated significant new knowledge by interpreting the cognitive effect of concrete learning materials in terms of two conceptual metaphors that recent work suggests underpin all numerical concepts: numbers as collections of objects or numbers as point locations along a line. A significant implication is we can use these metaphors to investigate the use and impact of different materials like blocks or number lines through children's numerical development. Whilst this project applied this lens to examine the role of concrete materials for one concept (additive composition of number), significant new questions are raised concerning a range of other number concepts - from counting to more advanced mathematical concepts.

A further theoretical contribution was to develop a framework that considers the extent to which children's gestures (simulated actions) are influenced by the presence of materials. Significantly, the way children move from action with blocks to gestures in front of blocks, and then gestures without blocks may be significant steps in how actions are internalized in numerical thinking.

Methods
In order to study the effect of using different materials on the metaphors children use to communicate their understanding of number, new research methods were developed for coding certain words (e.g. 'take', 'put', 'after', 'up') and gestures (e.g. pinching, bringing hands together, arcing action along an imaginary line) that children created in their numerical explanations. This coding enabled quantification and comparisons of children and adults' use of metaphors. This methodological tool provides a novel means address an enduring educational question: what is the effect of using concrete materials on children's number concepts.

Digital Resources
In order to examine the effect of actions on children's subsequent gestures, a digital resource was created that enabled children to move on-screen blocks using pronounced gestures. This research resource has been adapted to create an engaging knowledge exchange tool. Furthermore, in order to demonstrate how digital technology can change the properties of physical materials, an engaging app was developed as another powerful knowledge exchange tool. Finally, a spin out company was created that brought the ideas of the digital app with physical blocks: a powerful set of digital physical number blocks. The company received, and has successfully completed, a technology grant to build the blocks and intends to take the early learning product to children this year.

Networks
The wider goal of the grant is to understand children's interaction with materials, and the implications for new forms of digital interaction. This grant provided the momentum to create the Children and Technology research group at the University of Edinburgh that is now a key research cluster in the recently formed Digital Education centre and developed significant further collaborations, not least with organisations focusing on children's computing education. The focus of the grant has created new collaborations, including two externally funded collaborative projects, one looking at the role of the body in the development of computing concepts, an another US collaboration exploring digital body interaction exhibits to support early science concepts in museums.
Exploitation Route As planned in the pathways to impact, the research has been shared through a wide range of academic (e.g. international conferences, journal papers, further collaborative grants) and non-academic routes (Science festivals, website materials, teacher conferences). The grant has also enabled the holder to be awarded 5 year membership of the Young Academy of Scotland, thereby amplifying the opportunity for impact.
There are two most significant ways the outcomes will be taken forward: firstly in the form of guidance for teachers on the use of gesture and actions with materials in teaching. As well as through the teacher education in the school, this audience will be reached through training materials (e.g., Early Arts), an engaging research animation, and research information on the app developed for teachers.

The second most significant outcome with potential high impact is the formation of an early learning technology spin out company. This company received funding for developing a digital physical product based on the research and will license out the app. The company is dedicated to the development of early years STEM - with significant economic and social impact.
Sectors Creative Economy,Education

URL http://www.de.ed.ac.uk/project/interaction-embodiment-and-technologies-early-learning
 
Description The research has contributed to increasing the effectiveness of public services and policy by raising awareness of the role of our bodies in how we think, learn, and communicate mathematics, and the potential of new forms of digital technology. This research knowledge has been shared widely through a range of practitioner audiences and developed learning resources for third sector organisation partners (e.g. BBC; Children's Media Conference) as well as providing off the shelf resources for the wider public, including a short engaging online animation, and a free downloadable app that offers a valuable resource for teachers. The research has also supported the economic competitiveness of the United Kingdom by creating a focus of research excellence in children and technology, a key part of a newly formed Digital Education group at the University of Edinburgh. Through this research, the group has worked with a number of industry partners, and directly led to the formation of a spin-out company, PlayTalkLearn, that has secured industry grant funding for technological realization of the research and attracted strong interest from international investment. The company shares values with the research - to improve early learning for all children.
First Year Of Impact 2014
Sector Digital/Communication/Information Technologies (including Software)
Impact Types Economic

 
Description CAHSS impact funding
Amount £2,855 (GBP)
Organisation University of Edinburgh 
Sector Academic/University
Country United Kingdom
Start 11/2018 
End 02/2019
 
Description Carnegie Research Incentive
Amount £7,500 (GBP)
Organisation Carnegie Trust 
Sector Charity/Non Profit
Country United Kingdom
Start 01/2016 
End 07/2016
 
Description ESRC IAA Global Challenges Research Fund
Amount £4,700 (GBP)
Organisation University of Edinburgh 
Sector Academic/University
Country United Kingdom
Start 11/2016 
End 12/2016
 
Description ESRC Impact Acceleration
Amount £19,350 (GBP)
Organisation University of Edinburgh 
Sector Academic/University
Country United Kingdom
Start 10/2016 
End 05/2017
 
Description Institute of Academic Development: New Network Fund
Amount £3,000 (GBP)
Organisation University of Edinburgh 
Sector Academic/University
Country United Kingdom
Start 01/2017 
End 09/2017
 
Description NSF Science Learning+ Phase 1
Amount $115,000 (USD)
Funding ID 1451290 
Organisation National Science Foundation (NSF) 
Sector Public
Country United States
Start 01/2015 
End 11/2015
 
Description Science Learning+
Amount £1,200,000 (GBP)
Funding ID 206205/Z/17/Z 
Organisation Wellcome Trust 
Sector Charity/Non Profit
Country United Kingdom
Start 05/2017 
End 04/2020
 
Description Move2Learn Phase 1 
Organisation Phillip and Patricia Frost Museum of Science
Country United States 
Sector Charity/Non Profit 
PI Contribution Following a successful Phase 1 collaborative Science Learning + proposal sponsored by the NSF/ESRC/Wellcome trust where I was co-applicant, we are about to be awarded (pending final confirmation from NSF) a $2.5million Phase 2 grant. I am the UK PI for this grant valued at £702,000.
Collaborator Contribution Partners are the PI and other collaborators on the Phase 1 Science Learning plus application. Partners in Phase 2 include 3 museums and 3 universities: 3 in US and 3 in UK.
Impact To return to as per advice
Start Year 2015
 
Description Move2Learn Phase 2 
Organisation Glasgow Science Centre
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution We are the lead organisation of the UK on a UK /US science learning partnership
Collaborator Contribution UCL and Glasgow are Collaborators
Impact Project meeting with international participants
Start Year 2017
 
Description Move2Learn Phase 2 
Organisation University College London
Country United Kingdom 
Sector Academic/University 
PI Contribution We are the lead organisation of the UK on a UK /US science learning partnership
Collaborator Contribution UCL and Glasgow are Collaborators
Impact Project meeting with international participants
Start Year 2017
 
Title Digicubes 2 app 
Description Digicubes is an app developed for knowledge sharing for this grant. The app allows children to playfully explore numerical ideas. The app is being licensed out an early year technology company. 
IP Reference  
Protection Copyrighted (e.g. software)
Year Protection Granted 2015
Licensed Commercial In Confidence
Impact Currently not released but expecting high knowledge impact quantified by number of downloads.
 
Title Numbuko app 
Description Numbuko app is a further development of the Digicubes 2 app that communicates the research through an engaging number app for teachers. 
IP Reference  
Protection Copyrighted (e.g. software)
Year Protection Granted 2017
Licensed Yes
Impact App is starting to be used by teachers and educational organisations. We aim to apply for impact grant to accelerate
 
Title Numbuko early maths app 
Description App developed as Knowledge Exchange tool from grant (and co-funded by UoEdinburgh as an impact activity) Licensed out to Pling Ltd (Spinout associated with this grant) Free learning tool for young children and educators/parents To be launched end of March (week after ResearchFish deadline) 
Type Of Technology Software 
Year Produced 2017 
Impact License deal with PlayTalkLearn 
 
Company Name Pling Ltd 
Description Pling Ltd, trading as PlayTalkLearn is a technology innovator in education, providing leading edge (patent pending) electronics to support learning in maths and IT. The company is currently taking its hero product, Numbuko to market. Numbuko is an accessibly and powerfully playful early numeracy toy consisting of a set of intelligent blocks that change colour simultaneously and instantaneously according to the number attached horizontally. 
Year Established 2014 
Impact Company on Scotland's Growth pipeline Free app licensed from UoEdinburgh to company - wider impact of free tool for teachers £100,000 investment from Scottish Enterprise. Patent now pending and extended to International. Contribution to start up scene - particularly those focusing on EdTech
Website http://numbuko.com
 
Description "Early STEM: The Implications of Embodied Technologies" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Keynote at the 2018 EARLI SIG 5 Conference 2018, Berlin
Year(s) Of Engagement Activity 2018
URL https://www.ewi-psy.fu-berlin.de/en/v/earli-sig5-2018/programme/keynote-speakers/index.html
 
Description Association Discovery Centres Conference talk on Embodied Learning to Science Practitioners 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact 4. Embodied Learning: Do hand and body movements enhance science learning?

To what degree do children's movements tell us about their thinking?

What techniques and approaches do you use that you can share?

What do Science Centres need to know about this research?

Chaired by Dr Andrew Manches, Director of the Children and Technology Group, University of Edinburgh.

With Professor Sara Price, UCL Knowledge Lab, University College Londo
Year(s) Of Engagement Activity 2017
URL https://www.sciencecentres.org.uk/events/2017-asdc-national-conference/discussion-tables/
 
Description BookBug- Andrew Manches: Using Technology to Help Kids Learn 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Discuss the best ways to use digital technology as learning tools for small children.
Year(s) Of Engagement Activity 2016
URL http://scottishbooktrust.com/andrew-manches-using-technology-to-help-kids-learn
 
Description Royal Society of Edinburgh - Art of Conversation 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Children and Conversation
How technology shapes childrens's
interaction and communication:
looking forward.
Year(s) Of Engagement Activity 2019
URL https://www.de.ed.ac.uk/sites/default/files/2019.02.16_Art-of-Conversation_RSE.pdf
 
Description Science Festival 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact We are to hold a five day family drop in room at the Edinburgh International Science Festival. Estimated numbers are several thousand over the five days. The room will have four areas sharing research in children and technology, with the centre piece sharing the research and research tools (gesture design, app, animation) from this research project.
Year(s) Of Engagement Activity 2016
URL http://www.de.ed.ac.uk/news/children-and-technology-edinburgh-international-science-festival
 
Description Scottish Institute Computer Science Alliance 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact DESCRIPTION
In collaboration with the Scottish Informatics & Computer Science Alliance, the University of Edinburgh Children and Technology research group are hosting a workshop on

Children & Technology: Toward interdisciplinary collaboration
11th December 10am-3pm in Moray House School of Education, Paterson's Land room 1.19
This workshop will discuss opportunities and challenges for working in the Children and Technology field by sharing projects that have brought together child development research and technology, highlighting how engaging externally with people outside of our field of expertise has created more impactful outcomes. Our agenda is as follows.
10:00 - 10:30 Participant demo set-up and tea/coffee served
10:30 - 10:50 Introduction and short ice-breaker (Dr Andrew Manches)
Theme 1: Empowering Children
10:55 - 11:05 Children as digital and data innovators (Professor Judy Robertson)
11:10 - 11:20 "Music from Scratch": Introducing P1-4 children to technology and coding through music (Dr Claire Quigley)
11:25 - 11:35 Title tbc (Dr Fiona McNeill)
11:40 - 11:50 General discussion about Theme 1
Theme 2: From Design to Use
11:55 - 12:05 Research to commercialisation - learning the hard way (Dr Andrew Manches)
12:10 - 12:20 Welcome to the world of Skoog (Dr Ben Schögler)
12:25 - 12:35 Collaborations, exhibit design, and the Glasgow Science Centre (Dr Robin Hoyle)
12:40 - 12:50 General discussion about Theme 2
12:50 - 14:00 Lunch & Demonstrations
Theme 3: Do No Harm
14:00 - 14:10 Ethics and Data management in the field of Children & Technology (Dr Zayba Ghazali-Mohammed)
14:15 - 14:25 Ethics in practice: A case study (Ms Valentina Andries)
14:30 - 14:45 General discussion about Theme 3
14:45 - 15:00 General discussion of the day and closing remarks (Prof. Lydia Plowman)
A valuable networking opportunity, this SICSA sponsored event is aimed at academics, practitioners, PhD students, and those working in the technology industry who are interested in working with children.
Cost: Free (light lunch provided)
For more information visit: http://www.de.ed.ac.uk/event/children-technology-toward-interdisciplinary-collaboration
Year(s) Of Engagement Activity 2017
URL http://www.de.ed.ac.uk/event/children-technology-toward-interdisciplinary-collaboration