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Over the past few years, gesture recognition has made its debut in education and virtual reality environment. This paper reviews the current literature in gesture recognition technology for interactive storybooks and the existing methods and challenges for this technology. A conceptual framework is proposed to resolve two main challenges that have been reviewed from previous work: to provide a novel...
With the rapid increase of internet use by children worldwide, and the diversity of electronic tools used to surf the Internet, parents are becoming more concerned than ever about the safety of their children and their protection from harmful materials and risks associated with their Internet use. The study aims to investigate parental involvement in children's Internet use, their awareness and mediation...
It has long been a tradition in the Child Computer Interaction Community to engage with children in the design of their own products and games. The engagement of whole schoolclasses of children, in the design of games and products has been a feature of our work for several years and a suite of methods, including the Bluebells method and Obstructed Theatre have been developed to facilitate this process...
The success rate of computer games in engaging children has prompted educational researchers to investigate if similar techniques can be used to engage children with learning. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (Features Enriched Game (FEG) vs Feature Devoid Game (FDG)) were used for four...
Although Malaysia has a wide variety of folktales, children's knowledge about local folktales are less compared to foreign folktales. Until this moment, not much Malay folktales animation courseware was developed and published in the market, as well as the application for tablet. This paper discusses a preliminary study conducted for the research on developing an animation courseware for Malay folktales...
Children's interaction picture books can not only attract children's attention but also can affect the recognition memory effect for content of the picture books. This paper starts with the animation medium in interaction picture books, classifies the interactive animation in existing interaction picture books, to gain samples of different degree of influence on children's attention. A memory test...
Developing life skills in children with intellectual disability is important. To accommodate this needed, it is necessary to provide support either from others or through technology. KIDEA is an interactive learning media solution to improve life skills using Kinect sensor solution that allows users to interact with computers through a natural user interface in the form of movement and sound. Thus,...
Augmented reality is increasingly reaching young users such as elementary-school and high-school children, as their parents and teachers become aware of the technology and its potential for education. Although research has shown that AR systems have the potential to improve student learning, the educator community does not clearly understand the educational impact of AR, nor the factors which impact...
We present FlipLogic, a puzzle game that we developed to help children (ages 10–12) become familiar with conditional logic statements in programming. We designed the game to be embedded in an existing after-school curriculum on computer programming fundamentals. Our broader goal is to create a series of games to help students learn a variety of programming concepts including control statements, conditional...
The purpose of this study was to assess the educational divide and computer literacy among primary school students located in a rural school as well as an urban one Specifically the places are in Sabak Bernam and Shah Alam, Selangor. Demographic profiles play an important part in determining the education divide between the schools such as family background, income, parents' educational qualification...
The number of elementary and junior high school students interested in natural science has recently decreased in addition to a lower birthrate. There has been a sequent fall in the number of applicants to our college. To address this problem, an acoustic education program incorporating lectures and experiments is designed and conducted for junior high school students as a first step to increasing...
We aim in this project to develop a system for children with intellectual and learning disabilities that supports collaboration, data exploration, communication and creativity. The system offers specific tutorials on basic concepts. It can enhance the communications and learning capabilities of the children. The tutorial contents contains multimedia elements that help the children understand effectively...
In this study we have tried to determine if the cultural background of children has an influence on how they interact with robots. Children of different age groups and cultures played a card guessing game with a robot (iCat). By using perception tests to evaluate the children's emotional response it was revealed that children from South Asia (Pakistani) were much more expressive than European children...
Usability testing has traditionally been conducted in dedicated laboratory. Alternatively, field study can be an option to conduct the usability testing. As HCI researchers who work with children, we have experiences in conducting usability tests in both natural and laboratory environments. We tested two different children applications in two different environments: testing drawing applications at...
There are not many initiatives in the area of game development for children with special needs, specially children with Down syndrome. The major purpose of our research is to promote cognitive development of disabled children in the context of inclusive education. In order to do so, we address aspects of interaction, communication and game design in stimulating selected cognitive abilities. By using...
The concept of sensation seeking has been extensively studied. However, a few studies have been carried out on the relationship between sensation seeking and digital educational games (DEGs). This paper investigates how sensation seeking influences the design and development of DEGs for children. The results, based on a sample of 115 children in UK, demonstrate significant impacts of sensation seeking...
The objective of this paper is to explore new methods of interaction design for enhancing children's cognitive ability. Based on theories of cognitive psychology and combined with concepts of user experience in interaction design, this paper offered a systemic analysis of children's cognitive ability and cognitive development mechanism, outlined the interaction design principles and new methods of...
Technology is changing the way today's children learn. Based on our experience in the development of educational software for children, it is our belief that computer interaction should consider the factors that affect children's cognitive abilities and take an active part in the realm of the methodological process of hypermedia design. Departing from the results of a preliminary study with pre-school...
One of the recurring design issues in creating computational artifacts for children is the question of programmability. On the one hand, there is only a limited range of things that a non-programmable artifact or toy can be "taught" to do. On the other hand, the traditional trappings and cultural associations of full-scale programming (e. g., incorporating a screen within a programmable...
In this paper a new vision based interface (VBI) for children with cerebral palsy is presented. The VBI is implemented for the interaction between children and computer. The VBI detects and tracks the movement of the hand, foot or head of the user. These movements are translated into movements of the cursor on the screen of the computer. The evaluation of system user-VBI is based on HAAT model. The...
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