538 research outputs found

    The design principles of edutainment system for autistic children with communication difficulties

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    The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for individuals with autism, they are difficult to use; particularly in terms of user-interface design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio appropriate to the images; the app language used; evaluating parameters to measure the child’s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also describes the design, implementation, and evaluation of the ICanTalk app-a mobile edutainment app that can be used to improve users’ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie

    Edutainment Method Learning: Exploration of Variables and Implications on Children's Social Skills

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    Purpose – The study aims to explore the differences in social skills between children who used the edutainment method with the game and a multimedia approach. Cards and treatment are the value of social skills in children’s reports.Design/methods/approach – The experimental method was designed with a treatment design one-shot case study. The pretest score was taken from the report cards that the child had previously received. Social skill score outcomes were taken after the treatment was completed.Findings – The results showed no significant differences in the social skills of children who were given the game approach edutainment method with children who were given the multimedia approach edutainment method. However, the average difference in the game approach and multimedia approach scores only has a value of 1,37500, so the difference is insignificant. These two treatments differ significantly from the child’s report card scores. The game approach has a difference of 4.27536 and sig 0.011 < 0.05; for the multimedia approach, it has a difference of 3.79167 and sig 0.028 <0.05. So it can be concluded that the edutainment method has a positive influence.Research implications/limitations – The teacher must know the child’s social skills so that he can choose the proper method of learning. The teacher must pay attention to the relationship between the characteristics possessed by each child and the learning method to be used. The teacher can use the game edutainment method in learning.Practical implications – Social skills can be built from several factors. The influencing factor is edutainment learning. This learning allows children to interact with other children and be able to re-communicate the activities they have done.Originality/value – This research is updated to explore the variables affecting children’s social skills. The independent variable used is the edutainment learning method with two approaches, namely multimedia and games. Paper type Research pape

    The impact of Smart Money Kit on children’s financial knowledge, attitude and behavior / Mohamad Fazli Sabri... [et al]

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    Financial management is one of the vital requirements throughout everyday life, as one develops, the utilization of financial management recurrence would be extraordinarily expanded. Since, financial thinking could be developed, expanding the propensity for financial management and understanding financial-related awareness at a early age greatly affect encouraging future financial behavior. Hence, in this research the research group incorporated gamification and edutainment in to a tool called Smart Money Kit. The objective behind the inovation of Smart Money Kit is as an alternative financial education tool for parents, teachers and other adults to assist in educating children in personal financial management. The results demonstrated that the Smart Money Kit to be helpful regarding the enhancement of financial knowledge by 59%, positive financial attitudes by 21.9%, and better financial behaviour by 19.3% of the children. Therefore, the majority of the parents, teachers and caretakers agree that Smart Money Kit has guided their children to become financially prudent and 90% of them evidenced a huge difference in their children after being exposed to Smart Money Kit. Hence this kit has been proved to be an effective tool to educate children on financial literacy besides able to develop a positive financial attitudes and better financial behaviour among the children

    The Effect of Edutainment Learning Model on Early Childhood Socio-emotional Development

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    The idea of edutainment began to become the interest of early childhood educators to make the learning process more holistic, including knowledge about how the brain works, memory, motivation, self-image, emotions, learning styles, and other learning strategies. This study aims to analyse and compare the effect of edutainment and group learning on the socio-emotional development of early childhood. This research method uses a quasi-experimental design with data collection techniques derived from the results of the pre-test and post-test on 20 children. The results of this study indicate that there are differences in the influence of edutainment learning with the control group on the social-emotional development of early childhood. Although both groups affect the socio-emotional development, edutainment learning has a better effect than the control group. For further research, it is recommended to create various types of edutainments learning to improve various aspects of children development. Keywords: Early Childhood, Edutainment Learning Model, Socio-emotional Development References: Afrianti, N. (2018). Permainan Tradisional, Alternatif Media Pengembangan Kompetensi Sosial-Emosi Anak Usia Dini [Traditional Games, Alternative Media for Early Childhood Social-Emotional Competence Development]. Cakrawala Dini: Jurnal Pendidikan Anak Usia Dini, 5(1). https://doi.org/10.17509/cd.v5i1.10405 Alwaely, S. A., Yousif, N. B. A., & Mikhaylov, A. (2021). Emotional development in preschoolers and socialization. Early Child Development and Care, 191(16), 2484–2493. https://doi.org/10.1080/03004430.2020.1717480 Andri Oza, & Zaman, B. (2016). Edutainment dalam Mata Pelajaran Pendidikan Agama Islam. Mudarrisa: Jurnal Kajian Pendidikan Islam, 8(1). https://doi.org/10.18326/mdr.v8i1.117-144 Aubert, A., Molina, S., Schubert, T., & Vidu, A. (2017). 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(2015). Enhancing the Cognitive and Learning Skills of Children with Intellectual Disability through Physical Activity and Edutainment Games. International Journal of Distributed Sensor Networks, 11(6), 165165. https://doi.org/10.1155/2015/165165 Denham, S. A. (2006). Social-Emotional Competence as Support for School Readiness: What Is It and How Do We Assess It? Early Education and Development, 17(1), 57–89. https://doi.org/10.1207/s15566935eed1701_4 Eurenius, E., Richter Sundberg, L., Vaezghasemi, M., Silfverdal, S.-A., Ivarsson, A., & Lindkvist, M. (2019). Social-emotional problems among three-year-olds differ based on the child’s gender and custody arrangement. Acta Paediatrica (Oslo, Norway: 1992), 108(6), 1087–1095. PubMed. https://doi.org/10.1111/apa.14668 Goldschmidt, T., & Pedro, A. (2019). Early childhood socio-emotional development indicators: Pre-school teachers’ perceptions. 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Journal of Applied Developmental Psychology, 35(3), 223–233. https://doi.org/10.1016/j.appdev.2014.01.001 McClelland, M. M., & Cameron, C. E. (2011). Self-regulation and academic achievement in elementary school children. New Directions for Child and Adolescent Development, 2011(133), 29–44. https://doi.org/10.1002/cd.302 Mohd Yusof, A., Daniel, E. G. S., Low, W. Y., & Ab. Aziz, K. (2014). Teachers’ perception of mobile edutainment for special needs learners: The Malaysian case. International Journal of Inclusive Education, 18(12), 1237–1246. https://doi.org/10.1080/13603116.2014.885595 Mok, M. M. C. (2019). Social and emotional learning. Educational Psychology, 39(9), 1115–1118. https://doi.org/10.1080/01443410.2019.1654195 Munirah. (2018). Urgensi Pengembangan Sosial dan Emosional Anak Usia Dini. Irfani, 14(1), 19–27. Nasser, I., Miller-Idriss, C., & Alwani, A. (2019). Reconceptualizing Education Transformation in Muslim Societies: The Human Development Approach. The Journal of Education in Muslim Societies, 1(1), 3–25. JSTOR. Nikolayev, M., Reich, S. M., Muskat, T., Tadjbakhsh, N., & Callaghan, M. N. (2021). Review of feedback in edutainment games for preschoolers in the USA. Journal of Children and Media, 15(3), 358–375. https://doi.org/10.1080/17482798.2020.1815227 Nurmalitasari, F. (2015). Perkembangan Sosial Emosi Pada Anak Usia Prasekolah. Psikologi UGM, 23(2). https://doi.org/10.22146/bpsi.10567 Okan, Z. (2003). Edutainment: Is learning at risk? Br. J. Educ. Technol., 34, 255–264. Pojani, D., & Rocco, R. (2020). Edutainment: Role-Playing versus Serious Gaming in Planning Education. Journal of Planning Education and Research, 0739456X2090225. https://doi.org/10.1177/0739456X20902251 Protassova, E. (2021). Emotional development in the educational preschool programs of Soviet and Post-Soviet Times. Russian Journal of Communication, 13(1), 97–109. https://doi.org/10.1080/19409419.2021.1884338 Purwanto, S. (2019). Unsur Pembelajaran Edutainment dalam Quantum Learning. Al-Fikri: Jurnal Studi Dan Penelitian Pendidikan Islam, 2(2). https://doi.org/10.30659/jspi.v2i2.5149 Ren, L., Knoche, L. L., & Edwards, C. P. (2016). The Relation between Chinese Preschoolers’ Social-Emotional Competence and Preacademic Skills. Early Education and Development, 27(7), 875–895. https://doi.org/10.1080/10409289.2016.1151719 Rose-Krasnor, L. (1997). The Nature of Social Competence: A Theoretical Review. Social Development, 6, 111–135. Rusydi, N. A. (2018). Pengaruh Penerapan Metode Edutainment Dalam Pembelajaran Terhadap Hasil Belajar IPS Murid SD Kartika XX-1. Dikdas Matappa: Jurnal Ilmu Pendidikan Dasar, 1(2). https://doi.org/10.31100/dikdas.v1i2.281 Shodiqin, R. (2016). Pembelajaran Berbasis Edutainment [Edutainment-Based Learning]. Jurnal Al-Maqayis, 4(1). https://doi.org/doi:http://dx.doi.org/10.18592/jams.v4i1.792 Sprung, M., MĂĽnch, H. M., Harris, P. L., Ebesutani, C., & Hofmann, S. G. (2015). Children’s emotion understanding: A meta-analysis of training studies. Developmental Review, 37, 41–65. https://doi.org/10.1016/j.dr.2015.05.001 Sutherland, S., Stuhr, P. T., Ressler, J., Smith, C., & Wiggin, A. (2019). A Model for Group Processing in Cooperative Learning. Journal of Physical Education, Recreation & Dance, 90(3), 22–26. https://doi.org/10.1080/07303084.2019.1559676 Vygotski, L. S. (2012). Thought and Language. MIT Press. Watanabe, N., Denham, S. A., Jones, N. M., Kobayashi, T., Bassett, H. H., & Ferrier, D. E. (2019). Working Toward Cross-Cultural Adaptation: Preliminary Psychometric Evaluation of the Affect Knowledge Test in Japanese Pre-schoolers. SAGE Open, 9(2), 2158244019846688. https://doi.org/10.1177/2158244019846688 Young, E. L., Moulton, S. E., & Julian, A. (2021). Integrating social-emotional-behavioural screening with early warning indicators in a high school setting. 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    The potential of Serious Games to foster learning among children and adolescents with disabilities: A systematic review

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    Serious Games for children and adolescents with disabilities can enhance their learning and respond to their needs in an inclusive educational setting. The aim of this systematic review is to analyze the potential of Serious Games for children and young people with disabilities, thereby providing an overview of effective Serious Games for schools and practitioners in the field of inclusive education. For this purpose, a systematic review of empirical literature found in the database Education Resources Information Centre (ERIC) was conducted, applying a qualitative content analysis. Findings from the 21 reviewed quantitative and qualitative studies indicate that Serious Games provide effective support for achieving learning objectives in certain school subjects and facilitate optimal conditions for learning. We found that Serious Games have strong potential and can make an important contribution to the inclusion of children and adolescents with disabilities in school

    The Instructional Thematic Game for Children with Mild Mental Retardation: For Enhancement of Left-Right Recognition Skill

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    Children with mild mental retardation had several difficulties with interaction, remembering information, problem-solving, physic-motoric, learning problem, etc. Therefore, we proposed a novel framework to increase their learning skill using instructional thematic game rehabilitation framework based on Kinect sensor as the solution. Basically, the framework had three components. First, intellectual functions, which implied to the competencies reached through the game by the student. Second, instructional thematic game model, which was the concept to learn everything from the real single topic of the subject by associating to the abstract objects. Three, computer sensor device, which was the equipment as the bridge between the children and the program application. This research covered enhancement of right and left-hand recognition. We adopted Single Subject Research to evaluate the effectiveness of the system and to explore each of the individual’s progress. This process was divided into 2 steps. Namely, baseline stage and treatment stage. Apparently, from our finding, such framework gave the student an enhanced learning skill covering left-right recognition skill, decreasing the level of disturbance, and improving the level of learning independence

    The design and development of motion detection edutainment maths for use with slow learners’ children

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    This research is aimed to examine game-based motion detection technology in helping slow learners’ children to improve and enhance their levels of attention and concentration while learning mathematics. The study also aims to explore that game-based motion detection engage slow learners’ children while learning mathematics. Additionally, the current study examined the role of game-based motion detection in improving the attention and concentration of slow learners’ children as compared to normal healthy students, in terms of learning mathematics and the educational outcomes of such classes Slow learners are considering a wide different range of students who are not performing well in their study. These group could be including ADHD, Autism, impulsive students, inattention and many more. In this research, I have designed and developed a motion-based mathematic game using Kinect Xbox to test and check the effectiveness and efficiency of slow learners’ students in compare with normal students. For the above purpose, the game has been designed based on several learning theories such as Mayer Principles of learning, Kolb’s Learning style and Piaget Theory for K5 and grade 6-8 years old. In experiment design, I have used System Usability Scale (SUS) to rate the features and PACES, Physical Activity Enjoyment Scale have been used for experimentation of the participants. For testing, both qualitative and quantitative model have been accomplished. Qualitative model was based on the feedback from expert teachers who are observing the students and quantitative model was based on demographic analysis, normality test, reliability analysis and validity test. The outcome illustrates the value of game-based instruction, in specific physical activities and their impact on children's mathematics. The current study findings highlighted the suitability, needfulness, attention, and enhanced learning through game based instructional design for slow learners. The study answers the advantages of using game based instructional design for the slow learner students

    Association between motor proficiency and oral health in people with intellectual disabilities

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    Background: People with intellectual disabilities (IDs) may be at increased risk of developing periodontal diseases and dental caries due to poor oral hygiene. Our aim was to investigate motor proficiency factors associated with presence of visible plaque and gingival bleeding in people with IDs. We were particularly interested in the level of dependence, manual coordination and fine manual control of people with ID, as well as the level of exhaustion of the primary caregiver. Methods: In this cross-sectional study, 299 people with ID were evaluated for oral hygiene using the simplified Visible Plaque Index and for gum inflammation using the Gingival Bleeding Index. The Bruininks-Oseretsky Motor Proficiency Test assessed motor proficiency through fine manual control (fine motor integration and fine motor precision) and manual coordination (manual dexterity and upper limb coordination). The level of dependence was assessed by the Katz dependency index, and the caregiver was tested for exhaustion using the fatigue severity scale. Prevalence ratios [and 95% confidence intervals (CI)] were calculated using crude and adjusted Poisson regression with robust variance. Results: The exhaustion of the caregiver was associated positively to visible plaque [prevalence ratio (PR) = 1.36; 95% CI 1.06-1.65]. For gingival bleeding, people with IDs that had better fine motor integration (PR = 0.49; 95% CI 0.33-0.75) and precision (PR = 0.50; 95% CI 0.26-0.94), as well as manual dexterity (PR = 0.62, 95% CI 0.49-0.77), presented better results. Conclusion: Poor oral hygiene and gum inflammation were associated with motor proficiency of people with IDs and caregivers' exhaustion. Interventions to improve the oral health of people with IDs should take into account such conditions

    The design and development of motion detection edutainment maths for use with slow learners’ children

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    This research is aimed to examine game-based motion detection technology in helping slow learners’ children to improve and enhance their levels of attention and concentration while learning mathematics. The study also aims to explore that game-based motion detection engage slow learners’ children while learning mathematics. Additionally, the current study examined the role of game-based motion detection in improving the attention and concentration of slow learners’ children as compared to normal healthy students, in terms of learning mathematics and the educational outcomes of such classes Slow learners are considering a wide different range of students who are not performing well in their study. These group could be including ADHD, Autism, impulsive students, inattention and many more. In this research, I have designed and developed a motion-based mathematic game using Kinect Xbox to test and check the effectiveness and efficiency of slow learners’ students in compare with normal students. For the above purpose, the game has been designed based on several learning theories such as Mayer Principles of learning, Kolb’s Learning style and Piaget Theory for K5 and grade 6-8 years old. In experiment design, I have used System Usability Scale (SUS) to rate the features and PACES, Physical Activity Enjoyment Scale have been used for experimentation of the participants. For testing, both qualitative and quantitative model have been accomplished. Qualitative model was based on the feedback from expert teachers who are observing the students and quantitative model was based on demographic analysis, normality test, reliability analysis and validity test. The outcome illustrates the value of game-based instruction, in specific physical activities and their impact on children's mathematics. The current study findings highlighted the suitability, needfulness, attention, and enhanced learning through game based instructional design for slow learners. The study answers the advantages of using game based instructional design for the slow learner students

    A huggable, mobile robot for developmental disorder interventions in a multi-modal interaction space

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    We propose a new emotional, huggable, mobile, and configurable robot (Teo), which can address some of the still open therapeutic needs in the treatment of Developmental Disability (DD). Teo has been designed in partnership with a team of DD specialists, and it is meant to be used as an efficient and easy-to-use tool for caregivers. Teo is integrated with virtual worlds shown on large displays or projections and with external motion sensing devices to support various forms of full-body interaction and to engage DD persons in a variety of play activities that blend the digital and physical world and can be fully customized by therapists to meet the requirements of each single subject. Exploratory studies have been performed at two rehabilitation centres to investigate the potential of our approach. The positive results of these studies pinpoint that our system endeavors promising opportunities to offer new forms of interventions for DD people
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