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This paper presents results of an exploratory study that examined the effects of different types of correctness feedback on children's actual and perceived performance with a math app. In the study, forty-flve grade-2 students solved easy, moderate, and hard drill questions with a math app augmented with textual, icon, and emoticon correctness feedback. Results suggested that, for the most part, neither...
This paper studies the first computing education summer camp of its kind in Sweden. Semi-structured interviews were performed with six of the camp's instructors focusing on their teaching experiences in relation to the instructional content and the children. The instructors struggled with meeting the wide range in children's programming experience, suggesting a lack of pedagogical knowledge. The results...
It is sometimes a challenge to access to specific skills assessments and training programs for children with special needs. In the case of visual perception, and more specifically eye-motor coordination, methods like the Frostig one are not adapted to all children. In this paper, we present a two steps co-design process with therapists and children in order to come up with an alternative solution...
With the rapid development of educational information, the market demand for early childhood education software is increasing. But the evaluations of early childhood education softwares have fallen behind the development of software products. In this paper, we take the United States Haugland / Shade as evaluation criteria to evaluate those Apps with great download amount and with better feedbacks...
To support the use of virtual environments (VEs) in pediatric rehabilitation, greater understanding of the extent and mechanisms by which practice in a VE might facilitate motor learning as compared to practice in a physical environment (PE) is required. One proposed mechanism is via enhanced user engagement and/or motivation, which may directly influence the quality of motor memory consolidation...
This paper is focused on the problems and limitations that children with special needs have while playing. These problems can be mental or physical, and both types cause several barriers in the moment of play. The objective of this paper is the development of an educational game, using a microcontroller and some derived components. This solution can transmit to the player different sensations and...
As the birth rates in Taiwan continue to decline, parents will pay more attention to the coming generation of children and thinking about how to educate them. Many small children spend much time watching television, playing electronic games or using the internet, and less time reading. Pop-up books provide wonderful reading experience with its' interesting interaction and vivid content, becoming an...
Children use Internet in a daily activity both at home and school. Despite the benefits that Internet might has for children, there are risks surrounded children that we must recognise and be careful of it. Internet use has serious risks including child sexual harassment and child pornography. Unfortunately, cyber criminals take advantages of technological advancement and exposed young people as they...
Children with autism can present a wide spectrum of serious limitations in various fundamental aspects of development: the imaginative ability, behavior, communication and reciprocal social interaction. The use of videogames by children and young people has become very common, which has sparked the interest of exploring the full benefits that can be achieved with these tools in the educational and...
TeachAR is an Augmented Reality (AR) tool for teaching English colors, shapes, and spatial relationships to young children aged 4 to 6 years old who are non-native speakers of English. TeachAR utilizes the ARToolkit plugin for the Unity game engine for square marker tracking and game development. The Microsoft Kinect's microphone and speech API is used for isolated word speech recognition, a webcam...
Teaching English to children who do not come from an English speaking background is an interesting challenge for educators. In this paper, we present an Augmented reality (AR) tool, TeachAR, for teaching basic English words (colors, shapes, and prepositions) to children for whom English is not a native language. In a pilot study we compare our AR system to a traditional non-AR system. The results...
Language can be a useful tool for social robots as part of their repertoire of social engagement. This late breaking report outlines preliminary studies into how a child can teach a robot lexicons for colors and color relations. The robot used is a minimal social robot, made from cardboard and foam, that interacts with the children through a simple color naming game. Distributed, non-parametric lexicons...
Robots that facilitate touch by children have special requirements in terms of safety and robustness, but little is known about how and when children actually use touch with robots. Tools and techniques are required to sense the variety of children's touch and to interpret the volumes of data generated. This explorative user study investigated children's patterns of touch during game play with a robot...
Foods consumed by children without parental supervision are not always healthy, which can cause to disease especially digestive diseases. Children should have knowledge about what is happening in their digestive and reaction after consuming food, so that they can avoid consuming bad food for their health. The medium used to convey it through games and activities is a mobile application app called...
Diversity of users has become recent design concerns, and children are one of those user groups. Organization of contents is one of research areas in designing for children. Research suggests differences in abilities between adults and children; for instance, attention, logic and memory skills, and linguistic abilities. This is related to the way children navigate and access information. Efficient...
This paper presents the findings of a low-fidelity participatory design activity for the design of wearable Augmented Reality (AR) experiences for children at play. The aims of the research were to gain insights into the different types of augmentations children find engaging and useful in different play contexts. The papers contribution is both the method used, and the insights gained from the design...
In this paper, we present the research in-progress, which aims to design a mobile application that can support social learning experiences in a game-like environment. Our research was mainly motivated by the fundamental dilemma in children and new media that the penetration of digital media in children's life poses both opportunities and risks. Adopting the key ideas of serious games, we have been...
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...
„IMIC" (Innovative Movement Therapy in Childhood) is a translational research and development project that is specialized in creating a motivating locomotion rehabilitation setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. "IMIC" was founded in 2010 by an interdisciplinary cooperation of movement scientists, neurologists and...
“IMIC” (Innovative Movement Therapy in Childhood) is a translational research and development project that is specialized in creating a motivating locomotion rehabilitation setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. "IMIC" was founded in 2010 by an interdisciplinary cooperation of movement scientists, neurologists and neuropsychologists...
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