Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology 2015
DOI: 10.1145/2832932.2832952
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Design and evaluation of a tangible-mediated robot for kindergarten instruction

Abstract: Entertainment technology increases children's engagement in educational activities designed to develop abilities ranging from collaborative problem-solving and cognitive attention to self-esteem. However, little research has been done on designing educational and entertaining interactive technology for kindergarten children (up to 5 years old). Furthermore, most of the work in this area has considered traditional input devices such as the mouse and keyboard, which are not suitable for these very young children… Show more

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Cited by 18 publications
(13 citation statements)
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“…Additionally, we plan to exploit the capabilities of RFID technology by embedding tags in other common objects and study the impressions of ageing people towards interacting with the robot via those other elements. Finally, we will also explore the game described in Section 5.1.2.6 to foster creativity, and, since Tangibot has already been found usable for young children in another study [41], different scenarios will be examined in which the platform is used conjointly by elders, young adults, and children to foster intergenerational activities. Figure 6.…”
Section: Discussionmentioning
confidence: 99%
“…Additionally, we plan to exploit the capabilities of RFID technology by embedding tags in other common objects and study the impressions of ageing people towards interacting with the robot via those other elements. Finally, we will also explore the game described in Section 5.1.2.6 to foster creativity, and, since Tangibot has already been found usable for young children in another study [41], different scenarios will be examined in which the platform is used conjointly by elders, young adults, and children to foster intergenerational activities. Figure 6.…”
Section: Discussionmentioning
confidence: 99%
“…It was used to visualize movement in a room [45]. Another interesting example is the tangible mediated robot for teachers [19] that was used in educational activities with young children.…”
Section: Related Work 21 Tangible Interaction For People With Vismentioning
confidence: 99%
“…Nevertheless, these two studies focus mainly on technical and business-related aspects of the implantation of RFID technology, and do not consider the potential of RFID to create game platforms for children (e.g., [12,13]).…”
Section: Related Researchmentioning
confidence: 99%