2017 National Information Technology Conference (NITC) 2017
DOI: 10.1109/nitc.2017.8285652
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HomeSchool: An interactive educational tool for child education

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Cited by 4 publications
(4 citation statements)
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“…There are numerous investigations (Anak & Kim, 2021;Fernández-Oliveras, et al, 2021;Gurjanow et al, 2019;Kekuluthotuwage & Fernando, 2017;Plump & LaRosa, 2017;Ståhl et al, 2019;Tan Ai Lin et al, 2018;Tóth et al, 2019;Wichadee & Pattanapichet, 2018) that analyze applications, resources in the implementation of gamification in elementary education, generally coinciding with our study on the benefits of using these tools, as well as the importance of teacher attitudes, due to who are gradually becoming familiar with its use. The great presence and effectiveness of the Kahoot application is also highlighted (Tan Ai Lin et al, 2018;Tóth et al, 2019;Wichadee & Pattanapichet, 2018) coinciding with the results of our study.…”
Section: Conclusion and Discussionsupporting
confidence: 70%
“…There are numerous investigations (Anak & Kim, 2021;Fernández-Oliveras, et al, 2021;Gurjanow et al, 2019;Kekuluthotuwage & Fernando, 2017;Plump & LaRosa, 2017;Ståhl et al, 2019;Tan Ai Lin et al, 2018;Tóth et al, 2019;Wichadee & Pattanapichet, 2018) that analyze applications, resources in the implementation of gamification in elementary education, generally coinciding with our study on the benefits of using these tools, as well as the importance of teacher attitudes, due to who are gradually becoming familiar with its use. The great presence and effectiveness of the Kahoot application is also highlighted (Tan Ai Lin et al, 2018;Tóth et al, 2019;Wichadee & Pattanapichet, 2018) coinciding with the results of our study.…”
Section: Conclusion and Discussionsupporting
confidence: 70%
“…En cuanto a las asignaturas, obtenemos de nuestro análisis que los resultados son variados. Por una parte, la gamificación se emplea para la mejora de la competencia lingüística, tanto de la lengua materna (en ortografía: Kekuluthotuwage & Fernando, 2018;en lectura: Chen, Li, Lee & Chu, 2018, o Letchumanan, Muthusamy, Govindasamy & Farashaiyan, 2016: y en escritura: Rinnert, Martens, Mooney, Talbott & Rinnert, 2017), como de las extranjeras (Cruz & Orange, 2016;Oliveira & Cruz, 2018;Ramírez, ElMiligi, Walton & Billy, 2018;Shitiq & Mahmud, 2010). Además, en áreas humanísticas y sociales se ha utilizado para asignaturas como humanidades (Chadimova, 2015), historia (Mystakidis & Berki, 2018;Petrucco & Agostini, 2016;Zikas et al, 2016) y ciudadanía (Bratitsis, Meireles & Neto, 2017).…”
Section: Resultsunclassified
“…Also, the results of Güngör's [29] study found that English-speaking toys can be used to teach vocabulary in the English language in particular. Kekuluthotuwage and Fernando [24] stressed that a voicebased learning strategy together with the "learning by doing" method should be used when attempting to teach a second language to children.…”
Section: Related Researchmentioning
confidence: 99%
“…to motivate them and make the game interesting. Kekuluthotuwage and Fernando [24] suggested that voice is a valuable trait in designing interactive gamification technology for children. In case of wrong answers, the toy gives different voice messages such as "Try again", "Be careful", "Try again", "Next time you can succeed" etc.…”
Section: 4mentioning
confidence: 99%