Paper
Multimodal Learning
Published 2012 · D. Massaro
16
Citations
2
Influential Citations
Abstract
Multimodal learning refers to an embodied learning situation which engages multiple sensory systems and action systems of the learner. This type of learning is traditionally emphasized for children with learning challenges, and can include a variety of visual inputs in addition to text. Some examples include pictures, art, film, video, and graphic organizers. Auditory inputs can include text-to-speech synthesizers, various forms of singing and musical instruments, rhyming, and spoken language games. One salient example is the use of the alphabet song to learn the alphabet. Tactile inputs are often manipulatives such as the use of an abacus for math learning, sculpting materials such as clay, paint, and paper for representing objects and ideas, and puzzles for fact learning such as learning the states and their capitals. Finally, kinesthetic engagement includes all forms of motor behavior and gesture such as jumping rope to memorize songs and hop scotch to practice school lessons. A recent trend is the change from fairly passive computer games such as Sudoku, Tetris, and Solitaire to much more active types of game activity such as the sports and fitness games for the Wii Nitendo (2010). Another trend with great promise is the creative integration of the physical engagement of traditional hands-on board games with miniaturization technology and methodology from wireless sensor networks, as in siftables (Sifteo 2010).
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