6,890 research outputs found

    Children's interactions with interactive toy technology

    Get PDF
    Abstract Digital toys offer the opportunity to explore software scaffolding through tangible interfaces that are not bound to the desktop computer. This paper describes the empirical work completed by the CACHET (Computers and Children's Electronic Toys) project team investigating young children's use of interactive toy technology. The interactive toys in question are plush and cuddly cartoon characters with embedded sensors that can be squeezed to evoke spoken feedback from the toy. In addition to playing with the toy as it stands, the toy can be linked to a desktop PC with compatible software using a wireless radio connection. Once this connection is made the toy offers hints and tips to the children as they play with the accompanying software games. If the toy is absent, the same hints and tips are available through an on-screen animated icon of the toy's cartoon character. The toys as they stand are not impressive as collaborative learning partners, as their help repertoire is inadequate and even inappropriate. However, the technology has potential: children can master the multiple interfaces of toy and screen and, when the task requires it and the help provided is appropriate, they will both seek and use it. In particular, the cuddly interface experience can offer an advantage and the potential for fun interfaces that might address both the affective and the effective dimensions of learners' interactions

    Bringing tabletop technologies to kindergarten children

    Get PDF
    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    How do you Play with a Robotic Toy Animal? A long-term study of Pleo

    Get PDF
    Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants’ initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a ‘toy’ while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time

    A review of the evidence on the use of ICT in the Early Years Foundation Stage

    Get PDF
    This report reviewed existing evidence on the potential of technology to support the development of educational policy and practice in the context of the Early Years Foundation Stage. Reference is made to the use of ICT by young children from aged birth to five years and its potential impacts, positive and negative on their cognitive, social, emotional educational, visual and physical development

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

    Get PDF
    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Between the Lines: documenting the multiple dimensions of computer supported collaborations

    Get PDF
    When we consider the possibilities for the design and evaluation of Computer Supported Collaborative Learning (CSCL) we probably constrain the CS in CSCL to situations in which learners, or groups of learners collaborate with each other around a single computer, across a local intranet or via the global internet. We probably also consider situations in which the computer itself acts as a collaborative partner giving hints and tips either with or without the addition of an animated pedagogical agent. However, there are now many possibilities for CSCL applications to be offered to learners through computing technology that is something other than a desktop computer, such as the TV or a digital toy. In order to understand how such complex and novel interactions work, we need tools to map out the multiple dimensions of collaboration using a whole variety of technologies. This paper discusses the evolution of a documentation technique for collaborative interactions from its roots in a situation where a single learner is collaborating with a software learning partner, through its second generation: group use of multimedia, to its current test-bed: young children using digital toys and associated software. We will explore some of the challenges these different learning situations pose for those involved in the evaluation of collaborative learning

    Already at a disadvantage? ICT in the home and children's preparation for primary school. (ICT Research Bursaries 2004 - Final Report)

    Get PDF
    The aim of this study is to investigate the impact of socio-economic disadvantage on pre-school children's development of competences in information and communications technologies (ICT). The study focuses on children's experiences of ICT in the home and in pre-school settings in the year before they begin formal education, and seeks to investigate concepts of advantage and disadvantage in this context. The study also aims to investigate teachers' perceptions of children's ICT competences on entry to school

    Assessing fun: young children as evaluators of interactive systems.

    Get PDF
    In this paper, we describe an exploratory study on the challenges of conducting usability tests with very young children aged 3 to 4 years old (nursery age) and the differences when working with older children aged 5 to 6 years old (primary school). A pilot study was conducted at local nursery and primary schools to understand and experience the challenges working with young children interacting with computer products. We report on the studies and compare the experiences of working with children of different age groups in evaluation studies of interactive systems

    A Smart Toy Intervention to Promote Emotion Regulation in Middle Childhood: Feasibility Study

    Get PDF
    BACKGROUND: A common challenge with existing psycho-social prevention interventions for children is the lack of effective, engaging, and scalable delivery mechanisms, especially beyond in-person therapeutic or school-based contexts. Although digital technology has the potential to address these issues, existing research on technology-enabled interventions for families remains limited. This paper focuses on emotion regulation (ER) as an example of a core protective factor that is commonly targeted by prevention interventions. // OBJECTIVE: The aim of this pilot study was to provide an initial validation of the logic model and feasibility of in situ deployment for a new technology-enabled intervention, designed to support children's in-the-moment ER efforts. The novelty of the proposed approach relies on delivering the intervention through an interactive object (a smart toy) sent home with the child, without any prior training necessary for either the child or their carer. This study examined (1) engagement and acceptability of the toy in the homes during 1-week deployments, and (2) qualitative indicators of ER effects, as reported by parents and children. In total, 10 families (altogether 11 children aged 6-10 years) were recruited from 3 predominantly underprivileged communities in the United Kingdom, as low SES populations have been shown to be particularly at risk for less developed ER competencies. Children were given the prototype, a discovery book, and a simple digital camera to keep at home for 7 to 8 days. Data were gathered through a number of channels: (1) semistructured interviews with parents and children prior to and right after the deployment, (2) photos children took during the deployment, and (3) touch interactions automatically logged by the prototype throughout the deployment. // RESULTS: Across all families, parents and children reported that the smart toy was incorporated into the children's ER practices and engaged with naturally in moments the children wanted to relax or calm down. Data suggested that the children interacted with the toy throughout the deployment, found the experience enjoyable, and all requested to keep the toy longer. Children's emotional connection to the toy appears to have driven this strong engagement. Parents reported satisfaction with and acceptability of the toy. // CONCLUSIONS: This is the first known study on the use of technology-enabled intervention delivery to support ER in situ. The strong engagement, incorporation into children's ER practices, and qualitative indications of effects are promising. Further efficacy research is needed to extend these indicative data by examining the psychological efficacy of the proposed intervention. More broadly, our findings argue for the potential of a technology-enabled shift in how future prevention interventions are designed and delivered: empowering children and parents through child-led, situated interventions, where participants learn through actionable support directly within family life, as opposed to didactic in-person workshops and a subsequent skills application
    corecore