12 research outputs found

    TUIs vs. GUIs : comparing the learning potential with preschoolers

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    In an effort to better understand the learning potential of a tangible interface, we conducted a comparison study between a tangible and a traditional graphical user interface for teaching preschoolers (In Portugal, children enter preschool at the age of three and they attend it till entering school, normally at the age of six) about good oral hygiene. The study was carried with two groups of children aged 4 to 5 years. Questionnaires to parents, children’s drawings, and interviews were used for data collection and analysis and revealed important indicators about children’s change of attitude, involvement, and preferences for the interfaces. The questionnaires showed a remarkable change of attitude toward tooth brushing in the children that interacted with the tangible interface; particularly children’s motivation increased significantly. Children’s drawings were used to assess their degree of involvement with the interfaces. The drawings from the children that interacted with the tangible interface were very complete and detailed suggesting that the children felt actively involved with the experience. The results suggest that the tangible interface was capable of promoting a stronger and long-lasting involvement having a greater potential to engage children, therefore potentially promoting learning. Evaluation through drawing seems to be a promising method to work with preliterate children; however,it is advisable to use it together with other methods.Fundação para a Ciência e Tecnologia (FCT

    Narrative Inquiry and Indelible Impressions – A Commentary

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    Learning from Froebel… the Gifts

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    Designing manipulative tools for creative multi and cross-cultural storytelling

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    This paper presents and discusses the preliminary findings of a research focusing on the design and use of Mobeybou, a digital manipulative aimed at promoting the collaborativecreation of multicultural and cross-cultural stories amongyoung children. We frame the research in the widerdiscussion of the 21st century skills and competencies, andpresent the digital manipulative as the product of a participatory design methodology. We discuss narratology,multiculturalism, embodiment and collaboration as thecornerstone ideas underpinning the design of Mobeybou. We also show how storytelling is envisioned as implying thecreative use of the multicultural and multimodal informationthat is offered to users in the form of constraints and open-ended options. A pilot study, carried out with twelve 8-year-old children, has validated these design options and offeredinteresting insights for its further development. Here, wepresent the interface and discuss the feedback provided in theuser studyFEDER -European Regional Development Fund(POCI
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