2015
DOI: 10.1007/978-981-287-546-4_2
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Hybrid Games: Designing Tangible Interfaces for Very Young Children and Children with Special Needs

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Cited by 21 publications
(11 citation statements)
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“…In their study with Asperger Syndrome students, Piper et al (2006) also saw the benefits inherent in the use of tabletop technology such as the support given to social interaction and providing a shared experience for learners and educators, both of which are central to the learning process (Vygotsky, 1996). The present authors have also collected very positive experiences when working with their NIKVision tangible tabletop and SEN children in recent years (Cerezo et al, 2015;Bonillo et al, 2016). The next subsection describes the NIKVision tabletop used in these experiences.…”
Section: Tangible Tabletops As Learning Toolsmentioning
confidence: 87%
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“…In their study with Asperger Syndrome students, Piper et al (2006) also saw the benefits inherent in the use of tabletop technology such as the support given to social interaction and providing a shared experience for learners and educators, both of which are central to the learning process (Vygotsky, 1996). The present authors have also collected very positive experiences when working with their NIKVision tangible tabletop and SEN children in recent years (Cerezo et al, 2015;Bonillo et al, 2016). The next subsection describes the NIKVision tabletop used in these experiences.…”
Section: Tangible Tabletops As Learning Toolsmentioning
confidence: 87%
“…With this tabletop, interactions are carried out by positioning objects on the tabletop surface, so children can play with the computer by manipulating conventional toys. NIKVision has been tested in nurseries, schools, and special education schools, and has proved useful when working with different kinds of learning difficulties (Marco et al, 2013b;Cerezo et al, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…• Accessibility: The applications must provide features as a minimum of gestures for control, children's speech recognition, appropriate colors of interface elements and characters, and a simple and intuitive interface [19]. There are studies on the participation of children with special educational needs and/or disabilities (SEND) in the interface design of the applications [20].…”
Section: A Research Methodologymentioning
confidence: 99%
“…In addition, Falcao [10] points out the effectiveness of tangible interaction for exploratory learning purposes letting people with ID play with different tangible artifacts (LightTable, Drum Machine, Softeo cubes and augmented objects) and he argues the most efficient gaming paradigm as the one with a clear mapping between specific physical objects and their meanings. Cerezo et al [6] present NIKVision, a combination of a tabletop computer and tangible interaction for children with special needs that aims at promoting collaborative learning by co-designing with pre-schoolers. Schneider et al [32] discuss the role of tangibility in problem-solving task for pedagogical collaborative learning by comparing tangible interfaces with multi-touch ones and providing evidence in favor of tangible interfaces.…”
Section: State Of the Artmentioning
confidence: 99%