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    <article-meta>
      <title-group>
        <article-title>more than we can tell: combining Deliberate Practice, Embodied Cognition, and Multimodal Learning.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bibeg Limbu</string-name>
          <email>b.h.limbu@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gitte van Helden</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Schneider</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marcus Specht</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre for Education and Learning</institution>
          ,
          <addr-line>TU Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>DIPF, Leibniz Institute for Research and Information in Education</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Acquisition and internalisation of many fundamental skills rely on repeated authentic practice and teachers providing support during practice. Despite this well accepted norms in skills acquisition, much of our assumptions about learning skills, mostly from a cognitive perspective, remain nebulous. Besides splitting hairs to classify skills acquisition into a paradigm, much of findings of related research from educational science and psychology have struggled to transfer into the domain of skills acquisition. Instead, in this paper, we propose to shift our view of skills acquisition from a cognitive approach to an embodied one with the help of multimodal technologies and provide a use-case which combines deliberate practice framework, embodied cognition principles, and multimodal learning.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The maximum velocity of a badminton shuttle during a game is 493 km/h. The length of a
badminton court is only 13.4m. Badminton players have only a fraction of a second to make
judgements and react to the opponents’ action. Yet, all professional players/experts are able to
perform such a daunting task. How are they able to learn these seemingly impossible tasks?
More importantly, how does a coach/trainer train such a skill to nurture an expert and how can
technology enhanced learning environments be designed to train such a skill? As Aristotle, and
perhaps John Dewey too, famously proclaimed, ”for the things we have to learn before we can
do them, we learn by doing them”, insinuating that authentic practice is essential for learning a
skill. However, without clearly understanding how one learns a skill, the instructional design
around such a practice, is convoluted at best. In traditional/classical perspectives on cognition
and learning, are often focused on the brain as the principal cognitive resource. However,
there is an increasing number of studies that show that cognition is deeply rooted in bodily
MILeS 22: Proceedings of the second international workshop on Multimodal Immersive Learning Systems, September 13,
nEvelop-O
LGOBE
interaction with the environment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As such, performance in complex skills often comprise
of many dependencies which cannot be accounted by focusing solely on mental aspects. In
the following, we propose a more encompassing view of embodied cognition for designing
instructions for practice and how it can be integrated into the deliberate practice framework for
expertise development.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Embodied cognition</title>
      <p>
        Embodied cognition views that cognition is shaped in the process of interaction between the
body and the environment [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as learners are coupled with their environment through multiple
recurring perception action loops [3]. All learning, regardless whether it concerns sports or
mathematics, emerges through action [4]. In this context, an action is not a synonym for
movement [5]. Actions are goal oriented and performed to solve a (motor) problem. As such,
they can exist as sequences of movements that are related by meaning. An environment holds
certain possibilities for action, known as afordances [6], that should be understood relative
to the body potentialities[7] of a learner who is acting in the environment. The actions of an
organism are not only determined by what is possible, but also by what is not, as properties of the
environment, organism and task put constraints on the behaviour that emerges [8]. Following
ecological dynamics [9], the constraints of an environment can be leveraged to help students
discover new afordances and developing the ability to act accordingly. The design of a learning
activity should be carefully tailored to the organismic constraints of the individual learner and
provide a problem space that presents students with a need to perform the to be learned actions.
Adding constraints to the learning activity during practice, and consequently, the accompanying
environment, can help to develop new ways of interaction with the environment, which in turn,
leads to learning of the skill.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Deliberate Practice Framework (DPF)</title>
      <p>Deliberate practice framework (DPF) is a meta-framework that continues to inform discourse
in skills development and coaching [10]. The term ”Deliberate Practice” was first coined by K.
Anders Ericsson in 1993 [11], which he defined as a conscious, repeated, efortful &amp; structured
practice with the aim of achieving specific goals. Ericsson [ 11] argues that the level of expertise
is proportional to the amount of deliberate practice in contrast to, simply, the amount of
time invested in practice [12]. As a meta-framework, DPF defines key features of deliberate
practice, along with responsibilities of the teacher, the student, and the environment in which
the practice takes place [13]. In his DPF, Ericsson stresses the importance of a teacher for
expertise development. The teacher-student relationship in DPF presumes an explicit form of
learning, often by explicit instructions. However, other forms of learning, including implicit
learning and learning via manipulation of environmental task constraints, suggests there may be
mediating mechanisms that are less explicit [10]. Embodied cognition principles can provide new
complementary non-explicit forms of instructions which a teacher can use to enhance deliberate
practice within DPF. For example, instead of trying to explicate his/her tacit knowledge via verbal
instructions, which is often very complicated if not impossible, the teacher can instead focus on
modelling the interactions the student will have with the environment during authentic practice.
Doing so can potentially provide the learner opportunities for constructing tacit knowledge via
implicit learning, along with the benefits of DPF.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Multimodal Immersive Learning Systems(MILeS)</title>
      <p>Incorporating embodied cognition principles into DPF requires the teacher and the student
to be aware of the students’ interaction with the environment. For example, in the context
of aforementioned badminton case, one of the many things the teacher needs to be aware of,
is the students knee position, i.e. whether the knees are slight bent to propel him/her to the
direction of the shuttle. Multimodal immersive learning Systems (MILeS) enable tracking of
such interaction between the student and the environment via all the necessary modalities,
giving the teacher an authentic representation of the learning process and the context in which
the learning occurs.Furthermore, MILeS provides finer control over the students interaction
with the environment which allows for focusing on a particular action-perception loop directly
associated with the learning objective. This enables the student and the teacher to focus on the
important aspects of the task, which increases the likelihood of deliberate practice. Massaro
[14] in his book ”Encyclopedia of the Sciences of Learning” defines Multimodal learning, an end
result of MILeS, as an embodied learning situation which engages multiple sensory systems and
action systems of the learner. As such, we believe, that multimodal learning cannot be isolated
from embodied cognition. In the following section, we present our vision of a hypothetical
multimodal learning design with deliberate practice and embodied cognition for repetitive
practice of skills in the context of badminton.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Use cases</title>
      <p>One of the fundamental skill to learn as a beginner player in badminton is to learn to do a
low serve. This is a complex task which requires the player to, among many other things,
correctly position the feet, hold the shuttle correctly with the non-dominant hand, co-ordinate
the dominant hand holding the racket to make a timely swing at a correct angle and speed,
and follow up with a defensive position. With DPF in mind, and assuming that the student is a
novice, a teacher would begin training with a simple but fundamental exercise, perhaps holding
the shuttle. To make the objective of the exercise clear, the teacher would demonstrate first,
followed by a demonstration with explanations. As dictated by DPF, the teacher also provides
Just-in-time feedback during and between practice repetitions on the performance. On the other
hand, the student would then grip the racket with one hand, hold the shuttle with a another, get
positioned, swing the racket with appropriate motion, let go of the shuttle in a timely manner,
and hope the shuttle lands in the intend part of the opponents court. Obviously, a novice
cannot execute this immediately with required accuracy due to the multitude of aforementioned
dependencies. Young et al. [10]’s adaption of DPF as a meta-framework was motivated precisely
due to this gap in DPF, i.e. the DPF doesn’t define how instructional design in each individual
practice task should be designed to help students navigate through the complexity of learning
in authentic setting where mastery over multiple dependencies is required at any given time to
execute a practice task. our proposal to combine DPF with MILeS &amp; embodied cognition, makes
an efort to address this short coming.</p>
      <p>One of the ways in which the teacher can incorporate Embodied cognition in practice of
low serve is to focus a specific perception action loops. Such as, the action of varying a shuttle’s
orientation during low serve to the perception/consequence of the flight path of the shuttle.
However, as we stated above, the flight path of the shuttle varies not just on the orientation of
the shuttle, but also on the momentum of the racket and its impact force, the angle at which the
racket impacts the shuttle, the height at which the player holds the shuttle, the distance from
the body/centre of mass from which the player holds the shuttle etc., all afect the flight path of
the shuttle. Understandably, this is overwhelming for a student, and perhaps the teacher, to be
aware of. This makes the prospect of being in a deliberate practice and integrating embodied
cognition in practice, hard to achieve. DPF and embodied cognition can benefit from MILeS, as
MILes enables finer control over the multitude of dependencies involved in a low serve. For
example, a MILeS system can visualise an expected flight path based on the orientation of the
shuttle and the angle of the racket, such that the student and the teacher need only to focus on
the momentum of the racket. This feedback forms an environmental constraint for the student
that steers them into new actions. Repeated practice of this action-perception loop, can help
students internalise the relationship of a rackets momentum with the flight path of the shuttle
and develop the body potentiality to control the momentum.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>In this paper, we proposed to combine DPF, embodied cognition, and MILeS as complementary
package for mastering/training skills. Embodied cognition and DPF, both dominant schools
of thoughts in skills acquisitions, share many common facets such as the need to practice
repeatedly in an authentic context and focus on successful execution of a skill in a context.
MILeS afordances provide finer control over the dependencies of the environment with out
violating the integrity of DPF, such as authentic practice, for example. Such finer control
provides more possibilities for the teacher to embed embodied cognition into practice and
for the student to be more conscious of the objective of practice, consequently, increasing
the deliberateness of practice. Therefore, we argue that multimodal learning should evolve
from cognitive school of thoughts and focus on embodiment of learning rather than trying to
understand how multimodality can contribute to cognitive learning.
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[4] D. Abrahamson, R. Lindgren, Embodiment and Embodied Design, Cambridge
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2_Young_etal.html.
[11] K. A. Ericsson, R. T. Krampe, C. Tesch-Römer, The role of deliberate practice in the
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