738 research outputs found
Characteristics of pervasive learning environments in museum contexts
There is no appropriate learning model for pervasive learning environments (PLEs), and museums maintain authenticity at the cost of unmarked information. To address these problems, we present the LieksaMyst PLE developed for Pielinen Museum and we derive a set of characteristics that an effective PLE should meet and which form the basis of a new learning model currently under development. We discuss how the characteristics are addressed in LieksaMyst and present an evaluation of the game component of LieksaMyst. Results indicate that, while some usability issues remain to be resolved, the game was received well by the participants enabling them to immerse themselves in the story and to interact effectively with its virtual characters
RFID interactive tabletop application with tangible objects: exploratory study to observe young children’ behaviors
International audienceNumerous academic and industrial studies and developments concerning interactive tabletops are paving the way for new educational applications. We have developed an interactive tabletop application equipped with RFID technology. This tabletop, called TangiSense, is based on a Multi-Agent System that allows users to associate information with behaviors to manipulate tangible objects. The application involves the recognition of basic colors. With the application, children are required to manipulate tangible objects. Their task involves recognizing objects that have "lost" their dominant color and placing these objects in appropriate colored areas. A tangible magician object automatically analyzes the filled zones and provides children and their teacher with virtual and vocal feedback. This application has been evaluated in a field study with children 3 to 5 years of age. The initial results are promising and show that such an application can support interaction and collaboration, and subsequently educational situations, among young children
Bringing tabletop technologies to kindergarten children
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
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Design and evaluation of a CAL system to support communication development in children with autism
The prevalence of autism in children in the United Kingdom is estimated as one in one hundred (Department of Health, 2012), with higher levels reported in some countries (Srivastava, 2013). These children experience significant problems with the development of language and communication skills. A symbol-based communication system called Picture Exchange Communication System (PECS) is widely used to address this issue and evidence indicates this approach can be effective when administered by trained professionals (Preston and Carter, 2009).
Technology appears to offer an alternative way of encouraging non-verbal children with autism to use symbol-based communication to improve social interaction and communication. Therefore, the purpose of the research was to answer the following research questions:
1. Can a Computer Assisted Learning (CAL) system be designed and implemented to support PECS pedagogy for the purpose of improving symbol communication and social interaction in non-verbal children with autism?
2. To what extent could such a system improve the communication and social interaction skills of non-verbal children with autism?
The investigation comprised three stages. In Stage 1, a prototype system was developed incorporating a 'virtual tutor' and an RFID-based (radio frequency identification) user interface to support physical symbol selection and placement.
In Stage 2, a pilot study focused on classroom learning experiences of eight children using CAPE Version 1. Results provided ‘proof of concept’ and indicated that non-verbal children with autism learned to interact effectively with CAPE. Participants achieved more appropriate symbol selections when a virtual tutor used a synthetic voice compared to a natural voice alternative. Outcomes from the pilot informed the development of a CAPE Version 2.
Stage 3 comprised a four-week classroom study involving five non-verbal children with autism. Children, using CAPE Version 2, answered numeracy questions using graphic symbols. Interviews from supporting teachers provided a degree of triangulation with investigator observations and teacher interviews. Stage 3 results suggest that four participants developed their communication skills, one child learned to count, three children improved basic numeracy skills and two children used speech using CAPE version 2, supported by a virtual tutor and a human teacher. This research suggests that non-verbal children with autism can engage positively and productively with PECS using the CAPE approach
Borgs in the Org? Organizational Decision Making and Technology
Data warehousing and the development of the World Wide Web both augment information gathering (search) processes in individual decision making by increasing the availability of required information. Imagine, for example, that one wanted to buy new golf clubs. Thirty years ago, the cost of information gathering would likely have limited an individual\u27s search process to geographically proximal vendors and the golf clubs they stocked. Today, a prospective purchaser can log onto the World Wide Web to find out what types of golf clubs are available anywhere; consult databases, chat rooms, and bulletin boards (e.g., epinions.com) to gather product information and user opinions; and compare prices across vendors around the world
Towards a framework for investigating tangible environments for learning
External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning
Hybrid toy construction
Este proyecto, 'Hybrid Toy Construction', se enfoca en enriquecer la experiencia de juego de los niños a través de los juguetes. Al comparar las diferentes experiencias de juego de los niños con una interfaz de usuario tangible (TUI), una interfaz de usuario fÃsica (PUI) y una interfaz de usuario gráfica (GUI), se comprobó que los niños prefieren usar un juguete con una GUI sobre una TUI o una PUI.
El objetivo del proyecto es la creación de un juguete hÃbrido para niños de cinco a seis años. Para ello, el juguete contiene elementos fÃsicos (PUI) en forma de un tren, pistas, estaciones y otros objetos inteligentes, asà como elementos digitales (GUI) en forma de aplicación. Ambas realidades (la fÃsica y la digital) se comunican mediante Bluetooth, estando relacionadas a través de una aplicación para enriquecer la experiencia del usuario.
El juguete tiene el propósito de estimular los sentidos de los niños y fomentar su desarrollo mediante el uso de la diversión y juegos educacionalesDepartamento de TeorÃa de la Arquitectura y Proyectos ArquitectónicosGrado en IngenierÃa en Diseño Industrial y Desarrollo de Product
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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