Mathkinetics: Solving Arithmetics While Running out of Breath
Diego Scarcella
1
, Jan Schneider
2a
, Natalie Kiesler
2b
and Daniel Schiffner
2c
1
Independent Researcher, Germany
2
DIPF Leibniz Institute for Research and Information in Education, Rostocker Straße 6, Frankfurt, Germany
Keywords: Game-Based Learning, Multimodal Learning, Natural Interaction.
Abstract: To benefit from most of the current digital educational technologies, learners are required to sit down and
look closely at a computer monitor or smart device screen for hours, which can have side effects on learners’
health and lifestyle. As an attempt to address this, we developed MathKinetics, an application designed to
support the practice of cognitive skills such as arithmetic while engaging in physical activity by integrating
the principles of Multimodal Learning, Life Kinetik, and Gamification. MathKinetics is a variant of an endless
running game where users control an avatar through their body posture and dodge obstacles. At the same time,
they pick up arithmetic problems whose answers need to be verbalized. In this paper, we present an
exploratory evaluation of MathKinetics and its user experience. We conducted user tests with 20 participants.
Results from our tests indicate that MathKinetics is a fun way to practice arithmetic skills and train executive
cognitive functions such as task switching.
1 INTRODUCTION
Mere access to information is no longer an
educational challenge, as current technologies like
smartphones allow us to have all of humanity’s
knowledge at our fingertips. Access to information,
however, is not sufficient for learning and developing
competency, especially if we want to do so in a way
that promotes a healthy lifestyle and is efficient. To
address this challenge, we developed MathKinetics,
an application designed to help the practice of
arithmetic skills while exercising, which is grounded
in the concepts of Multimodal Learning, Life
Kinetik
1
, and Gamification.
Multimodal Learning has been shown to enhance
efficiency in learning (Ward et al., 2017). Multimodal
Learning is a compound that combines learning with
a blend of multi as multiple and modal as a modality.
“Multimodal Learning refers to an embodied learning
situation which engages multiple sensory systems and
action systems of the learner” (Seel, 2012). It refers
to the combination of two or more modalities for
learning. These modalities can be anywhere from
a
https://orcid.org/0000-0001-8578-6409
b
https://orcid.org/0000-0002-6843-2729
c
https://orcid.org/0000-0002-0794-0359
1
https://lifekinetik.com/
visual inputs, such as colors, pictures, illustrations,
text, etc., auditive inputs, such as speech, and music,
or physical input, such as movement, gestures, and
much more. There is evidence that Multimodal
Learning enhances learning compared to unimodal
learning across multiple cognitive domains, spanning
executive functions, working memory, planning, and
problem-solving (Ward et al., 2017; Gellevij et al.,
2002).
The majority of the current digital learning
technologies require learners to sit down for an
extended period of time while looking closely at a
computer screen. As a result, learners have the
proclivity to increase their risk and severity of myopia
(Morgan & Jan, 2022; Singh, 2020) and
cardiovascular diseases ( McGavock et al., 2006;
Mainous et al., 2019) among others. Even short bursts
of exercise spread during the day can improve the
peak oxygen uptake in Sedentary young adults
(Jenkins et al., 2019). Therefore, we argue that the
inclusion of Life Kinetik in educational technologies
has the potential to mitigate some of the health-
concerning side effects of current educational
technologies.
250
Scarcella, D., Schneider, J., Kiesler, N. and Schiffner, D.
Mathkinetics: Solving Arithmetics While Running out of Breath.
DOI: 10.5220/0012536900003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 1, pages 250-256
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
Life Kinetik aims to increase the ability to act and
adapt to different situations more quickly. It is a
German concept or brand that was created by Horst
Lutz. Unlike Multimodal Learning, the goal of Life
Kinetik is not to acquire knowledge, but to promote
general performance, like any kind of sport. Life
Kinetik combines mental and physical exercise,
which relates to other educational approaches.
According to Montessori, for example, “Movement
and cognition are closely entwined, and movement
can enhance thinking and learning(Lillard, 2017).
To solidify the impact of MathKinetics, we used the
concept of Gamification, which denotes the use of
game elements in non-game contexts (Uppalike,
2022). It thus helps transform an activity into a game,
changing the simple task of solving arithmetic on
paper into, in the best case, an engaging game, like in
MathKinetics.
The contribution of this paper is (1) to show how
the concepts of Multimodal Learning, Life Kinetik,
and Gamification have been used to inspire the
development of MathKinetics, and (2) to present
results from exploratory user tests where we
investigated the experience of users interacting with
MathKinetics. The following research questions
guided our study:
RQ1 What is the user experience of MathKinetics
from the point of view of a learning application?
RQ1a To what extent can MathKinetics support the
training of cognitive tasks such as arithmetics?
RQ1b To what extent can MathKinetics motivate
people to combine cognitive and physical exercise?
2 MATHKINETICS
In this section, the theoretical foundation of
MathKinetics is introduced as the rationale for key
features and design decisions. We then present the
dynamics of the app and its gameplay, before
providing insights into the required equipment, setup,
and technical implementation.
2.1 Theoretical Grounding
Learning is a process that can be explained through
multiple theories. Early theories focused on
physiology, behaviors, and conditioning (Watson &
Rayner, 1920), basically referring to drill and practice
approaches. Some other theories use cognition and
thinking to explain learning, such as the four stages
of cognitive development (Piaget 1977), learning via
problem-solving (Köhler, 1927), etc. More recent,
constructivist approaches stress the role of culture,
prior experience, and interactions with the
environment where multi-sensory experiences and
aesthetic stimuli can foster learners’ imagination
(Dewey, 1934). It was Piaget though, who related
games as a kind of activity to learning: “Play is in
reality one of the aspects of any activity [...] or one
particular type of activity among others”(Piaget,
1977). So, play can be considered a learning activity.
With these general theories about learning and
play in mind, we started to conceptualize
MathKinetics to develop a multimodal learning
application that would prompt users to practice
arithmetic skills while physically exercising. To
achieve this goal, we built MathKinetics on three
main pillars: Multimodal Learning, Life Kinetik, and
Gamification. Multimodal Learning refers to a
learning situation where the learner is engaged
through multiple sensory and action systems (Seel,
2012). This means Multimodal Learning aims to use
different teaching methods by addressing multiple
senses, referred to as modalities. Multimodal
Learning aims to stimulate multiple senses/modalities
simultaneously, which is supposed to be beneficial
for cognition and skill development across multiple
cognitive domains such as essay writing (Fleming &
Mills, 1992). It has further been shown to enhance
executive functions, working memory, planning, and
problem-solving (Ward et al., 2017). MathKinetics
exemplifies the integration of Multimodal Learning
principles by utilizing visual, auditory, kinesthetic,
and verbal inputs.
The second pillar of MathKinetics is Life Kinetik,
a training concept that is a combination of perception,
brain-jogging, and movement to improve our brain's
networking and the use of all brain areas (Lutz, 2017).
The parallel-ball exercise is a typical example of Life
Kinetik, where a player stretches out their arms in
parallel in front of their body while holding a ball in
each hand. Then one throws both balls in the air and
catches them with crossed arms, which means the
right hand catches the ball that the left hand throws
and vice versa. It takes approximately two minutes to
master this exercise (Joung, 2023). The learning
objective, however, is to adapt more quickly to new
situations and be able to perceive things faster and act
accordingly (Life Kinetik, 2023). So, when a person
can perform a task in its rudimentary form, they
continue with a higher difficulty or change the
exercise to be rechallenged with a new situation
(APA PsycNet, 2023; Anguera et al., 2022).
MathKinetics incorporates some of the principles of
Life Kinetik, especially the combination of cognitive
Mathkinetics: Solving Arithmetics While Running out of Breath
251
and motoric exercises and quickly changing
situations.
The third pillar of MathKinetics is Gamification.
Gamification is the integration of game elements into
a non-game scenario that does not primarily serve
entertainment purposes (Uppalike, 2022).
Gamification in learning scenarios usually addresses
users’ sense of engagement, immediate feedback, and
a feeling of accomplishment and success after
overcoming challenges (Kapp, 2012). An example of
Gamification in an application is “Zombies, Run!”. It
uses immersive audio drama to enhance the running
experience while offering a mini-game to play after a
running session. In MathKinetics, the training of
arithmetic skills through multimodal learning and
Life Kinetic is wrapped in a game-like scenario where
users sort obstacles while solving arithmetic
problems to improve a high score.
The design of MathKinetics was inspired by two
pedagogical theories also used within gamification:
flow and the ARCS model of motivation. The theory
of flow describes learners who are in a constant state
of interest. This can be achieved by constantly
adapting the challenge level and making the game
neither too difficult nor too easy (Nakamura &
Csikszentmihalyi, 2002). MathKinetics further aims
at the flow experience, which describes the optimal
state of experience, enhanced action execution, high
self-esteem, positive state of mind, and high life
satisfaction (Brandstätter et al., 2013). To address
this, exercises start out easy with few obstacles and
gradually increase their frequency in the game.
The ARCS (Attention, Relevance, Confidence,
and Satisfaction) model describes an instructional
design to motivate learners by grabbing the learner’s
attention, portraying the relevance of the material,
assuring the learners confidence to solve a task, and
providing a satisfactory experience to the learner who
then continues (Keller, 1987). MathKinetics, for
example, grasps learners’ attention by presenting an
engaging environment and interface in-game while
supporting play without a controller. Furthermore, the
relevance is provided as arithmetic, and multitasking
are part of our daily lives. Moreover, MathKinetics
aims to build confidence in becoming better at
overcoming the game challenges and technically
never losing since the game has no end. Lastly,
satisfaction is addressed as learners can measure their
progress through the distance score in-game.
As mentioned before, there are applications with
functionalities more or less similar to MathKinetics
(e.g., Zombies, Run!). Some of these applications are
designed to train arithmetic skills while moving, such
as Jumpido (ODD, 2023a) and One-Shot-Gesture
(Junokas et al., 2018). A study showed that Jumpido,
for example, can support the ability of kids to remain
concentrated for longer periods and that it motivates
kids to improve and solve their homework faster
(ODD, 2023b). Jumpido and One-Shot-Gesture
require users’ body gestures to solve arithmetic
problems, whereas users of MathKinetics speak
arithmetic solutions while using body gestures to sort
obstacles.
2.2 Game Mechanics and Setup
MathKinetics is a running game where the objective
is for the avatar to cover as much distance as possible
while dodging obstacles and solving arithmetic
problems before time runs out (see Figure 1). The
avatar in the game mimics the actual player’s
movements. When the player moves to one side, so
does the avatar. When the player crouches, the avatar
crouches. When the player extends both arms to the
side and moves them down, the avatar jumps.
The avatar has to dodge obstacles by moving left
and right, crouching, or jumping to avoid being
penalized with time. Obstacles include upper brick
walls where users need to crouch to bypass them,
lower brick walls where users need to jump, and
bombs that can be bypassed by moving left or right.
Touching obstacles will subtract additional time from
the countdown (brick walls 10 seconds and bombs 15
seconds).
To gain time for running greater distances, the
avatar needs to pick up yellow-question-mark-cubes
to trigger arithmetic tasks (see Figure 1, the top
middle). Users can stack up to five problems (See
Figure 1). To get the bonus time from the arithmetic
problems, the player has to clearly pronounce their
solution. If in doubt, the player can move to the
subsequent arithmetic problem by saying: “Next”.
Speaking out loud the correct arithmetic result will
add 5 seconds to the timer. The arithmetic problems
were randomly generated. The first part was to
randomly select the operation i.e. addition,
subtraction, multiplication, and division. In a later
step, the operands were randomly selected (1 to 60 for
division, 1 to 11 for multiplication, and 1 to 30 for
addition and subtraction) allowing only for problems
that provide a natural positive number as their result.
The subtracted and added time numbers can be
adjusted in the code and were chosen after playtesting
the game a few times for a good feel of not being too
quick or too hard on the player.
The distance is the score that will determine how
well the player has performed in the game and give a
sense of competition to invigorate the players to
CSEDU 2024 - 16th International Conference on Computer Supported Education
252
become better and play again. To prevent the player
from getting used to patterns of movement or getting
bored, all obstacles and game objects are
continuously and randomly generated. Moreover,
more bombs are spawned the more the game
advances.
Figure 1: MathKinetics screenshot of the running
application.
The player interaction is performed through body
movements and voice inputs. The general setup is
shown in Figure 2. The player should stand around
three meters from the camera and the screen. We
utilize a camera to identify the player's posture via
pose estimation libraries. Similarly, for voice
recognition, audio is recorded and analyzed using
available libraries. The game itself is rendered by a
dedicated machine on a large screen.
Visual feedback is an essential aspect of the game
design. The distance, which is represented by the
score and the timer, is already part of the visual
feedback. It provides information to the player on
how the game is progressing. Colored text pops up on
the screen informing users whether their answer to an
arithmetic problem was correct or not. Every time the
avatar hits an obstacle, an animation of a dust cloud
or explosion will appear to signal the collision. In
addition to this visual feedback, sound effects are
played upon certain events, such as jumping,
collisions, etc.
2.3 Implementation
The current implementation of MathKinetics was
developed on a Windows 10 operating System using
the Unity Engine Version 2021.2.7f1. To capture the
body posture of the player and translate it into the
avatar movements, we used Pose Cam
2
and PoseAI
3
.
Pose Cam is an iPhone application utilizing the
iPhone camera to send data regarding the player’s
2
Pose Cam. https://apps.apple.com/mr/app/pose-cam/
id1555012109
body posture via UDP to the PoseAI libraries running
on a PC. With this input, the PoseAI libraries create
the avatar animation mimicking the player’s body
posture in (almost) real-time. MathKinetics uses the
KeywordRecognizer class of the Windows Speech
Recognition Engine to track the user’s voice input
(i.e., verbalized answers to arithmetic problems). This
solution allows MathKinetics to identify predefined
keywords, such as numbers. The selection of these
technologies was based on the author’s familiarity
with them.
Figure 2: An illustra.tive example of room setup and user
position.
3 METHOD
To investigate the user experience of MathKinetics,
we conducted user tests where participants played
MathKinetics. To investigate the user experience of
MathKinetics, we conducted user tests where
participants played MathKinetics. 20 participants (7
females, 13 males) were recruited for that task,
whereby the participants’ ages ranged from 22 to 35
years. Due to the lack of accessibility of the
application and conducting research at the lab,
volunteers were selected from the social network of
the first author.
The procedure of the user studies consisted of the
following steps. In the first step, participants receive
explanations about the game and its features. Then the
experimenter played MathKinetics in front of the
participants to show them how it works, showing how
to dodge obstacles, collect problems, and provide
3
Pose AI, Home | Pose AI. https://www.poseai.co.uk/
Mathkinetics: Solving Arithmetics While Running out of Breath
253
answers. Participants then played MathKinetics for a
minimum of two rounds to get a good feel of it.
After playing, participants answered a user
experience survey (see Table 1). The survey was
designed with Google Forms, and answers were
submitted anonymously. Besides the survey, the
experimenter took note of important events (e.g.,
competitive behavior, playing longer, pose
recognition issues, etc.) that happened during the
participants’ interaction with MathKinetics.
Due to the lack of accessibility of the application
and conducting research at the lab, volunteers were
selected from the social network of the first author.
The procedure of the user studies consisted of the
following steps. In the first step, participants receive
explanations about the game and its features. Then the
experimenter played MathKinetics in front of the
participants to show them how it works, showing how
to dodge obstacles, collect problems, and provide
answers. Participants then played MathKinetics for a
minimum of two rounds to get a good feel of it.
After playing, participants answered a user
experience survey (see Table 1). Besides the survey,
the experimenter took note of important events (e.g.,
competitive behavior, playing longer, pose
recognition issues, etc.) that happened during the
participants’ interaction with MathKinetics.
Table 1: Questions of the User Experience Survey.
Question Category
Question
Type
1.) Using the app is good for practicing
arithmetic skills
Learning
10-point-
Likert scale
2.) Would you like to see variations of
the app for training other types of
co
g
nitive skills?
Learning 3 Options
3.) What, if anything, do you feel like
you learned from using this app?
Learning Open
4.) I would like to use the app again.
Motivation/fun
10-point-
Likert scale
5.) Do you enjoy the idea of being able
to burn calories whilst also practicing
mental skills such as arithmetics?
Motivation/fun
10-point-
Likert scale
6.) I had fun using the app Motivation/fun
10-point-
Likert scale
7.) Which game features do you think
would make the application feel more
en
g
a
g
in
g
?
Motivation/fun Open
8.) Have you ever used an application
similar to the one you just tested?
Bias Test 3 Options
9.) How would you rate your usability
experience with the application?
Usability
10-point-
Likert scale
10.) What improvements would you
make to this application to make it more
intuitive and use
r
-friendl
y
?
Usability Open
11.) Any additional comments and/or
feedbac
k
General Open
4 RESULTS
The duration of the played rounds ranged from 60 to
180 seconds (M=100; SD=25.78) depending on how
well participants played the game.
When investigating the use of MathKinetics as a
tool supporting learning, the following results were
obtained via open and closed questions (see Table 1).
For closed questions, we received 20 responses each.
When asked to rate MathKinetics as a tool for
practicing arithmetics skills (Q1), participants
provided an average score of 8.9 (SD=1.41).
Participants were further asked whether they would
enjoy variations of MathKinetics, which would
require them to solve other types of mental problems
such as providing answers to flashcards (Q2). In
response to that question, 19 participants agreed and
one was indecisive.
We then asked participants what they learned
while playing with MathKinetics (Q3, n=18). The
most common answer (8 participants) relates to the
development of “task switching”. Task switching is
an executive function that relates to the concept of
cognitive flexibility. It involves the ability to rapidly
and efficiently adapt to different settings without
being conscious of it (Scott, 1962). Another common
answer was related to the practice of arithmetic skills
(4 participants).
Participants were further asked to evaluate the fun
and motivation to use MathKinetics (Q4). Results
from the survey show that participants would
generally like to use the app in the future (Mean=8.1;
SD=2.15), (Q5) that participants generally liked the
idea of burning calories while solving arithmetic
problems (Mean=8.45; SD=2.01), and (Q6) that
participants had fun using the app (Mean=8.45;
SD=1.67). According to participants, improvements
to make MathKinetics more fun and engaging (Q7,
n=16) comprise the addition of power-ups (6
participants), a greater variety of obstacles and moves
(3 participants), more explicit positive feedback,
additional levels (2), additional multiplayer options (2
participants), training different mental skills (2), and
the addition of online high scores (1).
While conducting the user test, the experimenter
noticed that three participants were so enthusiastic
they wanted to play longer. Nine participants were
also very competitive about wanting to beat the other
participants’ high scores or reach the highest score
possible. Three of these participants managed to
reach the highest scores. In contrast to the other
participants who did not try as hard and as long, these
three started to lose their breath due to prolonged
sessions and intensive engagement.
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As we assumed the novelty factor of the
application and one’s attitude towards video games as
potential bias, participants’ motivation to use
MathKinetics was evaluated (Q8). Therefore, we
asked whether a similar application was used before.
14 participants had never used a similar application
before, four were not sure, and two reported having
used a similar application.
Participants were further asked to rate the usability
of MathKinetics (Q9). The average rating given by
participants was 7.05 (SD= 1.15) on a 10-point Likert
scale, which shows the current version of
MathKinetics has fair usability. When asked for
improvements in terms of usability (Q10, n=19) and
general comments (Q11, n=13), the number one
concern was the improvement of speech recognition
(8 participants), followed by the responsiveness of the
motion capture (6 participants), the addition of a
tutorial (6 participants), and the addition of some type
of difficulty progression (2 participants). The
experimenter also noticed that the size of the
participants influenced the pose recognition of the
app, where larger participants had more difficulty
getting their gestures recognized.
5 DISCUSSION
With the help of user tests, we wanted to explore the
user experience of MathKinetics as a learning
application (RQ1). Results from the tests indicate that
MathKinetics is a good tool to practice arithmetic
skills (RQ1a). Even though other mental skills have
not been tested, the user tests indicate the possible
transferability of MathKinectic’s concept to other
skills and problems such as flashcards, and
vocabulary training, as mentioned by the participants.
Moreover, participants agreed that MathKinetics
could be used to train task switching. This is an
unexpected and positive result, as task switching is
associated with academic achievement (Jacob &
Parkinson, 2015).
The second important aspect of our research
questions concerns the motivational aspect of using
MathKinetics (RQ1b). We consider this aspect to be
relevant because learners need to remain motivated
for an extended period to develop their skills. Results
from our study show that users tend to have fun while
using MathKinetics, they would like to use it in the
future, and they enjoy the concept of training
cognitive tasks while being physically active. We
consider this last point particularly interesting as it
addresses some of the side effects produced by other
digital learning technologies. Current digital learning
technologies usually require learners to sit down for
extended periods. A habit that can lead to an
unhealthy lifestyle (Morgan & Jan, 2022; Singh,
2020; McGavock et al., 2006; Mainous et al., 2019).
This study has two main limitations. The first one
is the number of participants. Gathering and
evaluating responses from twenty participants does
not allow a generalization of the findings. This is
particularly true when considering the novelty factor
for most participants of the user study, and their
relationship with the experimenter.
The second main limitation concerns the method
utilized for the data collection. There was no
collection of the number of arithmetic answers nor
mistakes, that could provide some hints regarding the
arithmetic skills of the participants. Moreover, the
utilization of standardized usability and user
experience questionnaires would have provided more
rigor and reliability of the obtained results.
Nonetheless, for a formative study, the results of
the user tests reveal the potential of MathKinetics as
a fun learning application promoting physical
movements and cognitive training at the same time.
6 CONCLUSION
In this paper, we presented and evaluated
MathKinetics, an application that is inspired by the
principles of Multimodal Learning, Life Kinetik, and
Gamification to support the development of cognitive
skills while promoting physical movement. The
results reveal that MathKinetics is fun to use and has
the potential to support the practice and development
of arithmetic skills and task switching. In addition,
participants enjoyed the possibility of burning
calories while training their mental skills.
With the addition of different types of problems
(e.g., vocabulary training), the concept of
MathKinetics could be used to support the practice of
different cognitive skills and abilities. We thus want
to start with the implementation of the mentioned
flashcard scenario. Following the feedback on
usability, the use of better and more available pose
estimation and voice recognition models is planned.
Overall, we showed that Multimodal Learning,
Life Kinetik, and Gamification can be integrated into
a learning application such as MathKinetics, which is
capable of supporting and motivating people to
practice cognitive skills while engaging in physical
activities. Hence, it presents a promising direction for
integrating physical well-being with cognitive
development.
Mathkinetics: Solving Arithmetics While Running out of Breath
255
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