| Literature DB >> 30037067 |
Maria Luisa Lorusso1, Marisa Giorgetti2, Simona Travellini3, Luca Greci4, Andrea Zangiacomi5, Marta Mondellini6, Marco Sacco7, Gianluigi Reni8.
Abstract
The use of technology for educational purposes is a consolidated reality, and many new tools are constantly being devised and offered for use with both normally developing children and children with special needs. Nonetheless, a detailed analysis of the processes being stimulated and of the goals being pursued is often lacking or absent. In this work we describe the design, development and preliminary testing of an integrated system which combines the use of smart devices, a physical cube, augmented reality (AR) technology, a smart TV, and a software application especially designed to stimulate cognitive and social functions in pre-school children. The system was tested with three groups of children (25 children in total) during kindergarten activities. The results show that the system is easy to understand, elicits high levels of participation and social interaction, favors strategic behaviors, and can be used by the children with limited need of instruction and support by the adult. The implications for empowerment in typically developing children and the possibilities for use with children who have specific impairments in social communication are discussed.Entities:
Keywords: augmented reality; children; communication disorders; cooperative games; empowerment; interactive learning environments; pragmatic skills
Mesh:
Year: 2018 PMID: 30037067 PMCID: PMC6068621 DOI: 10.3390/s18072368
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1The game flow in “Giok the Alien”.
Figure 2Structure of n-Step in “Giok the Alien”.
Figure 3The first scenario (a day at the park).
Figure 4Example of the four options proposed to the user.
Figure 5Schematic diagram of a single step.
Variables scores at each of the three observation times: T1 (initial), T2 (intermediate), and T3 (final).
| Variables | Time | ||
|---|---|---|---|
| T1 | T2 | T3 | |
| Understanding of the game | 3.00 | 3.75 | 3.92 |
| Strategic behaviors | 2.58 | 3.42 | 3.58 |
| Participation | 3.58 | 3.75 | 3.50 |
| Interaction | 3.33 | 3.58 | 3.33 |
| Conflict | 1.75 | 2.00 | 1.75 |
| Cooperation | 2.75 | 3.50 | 3.58 |
| Q-device | 1.42 | 1.50 | 1.08 |
| Q-activity | 1.25 | 1.33 | 1.00 |
| Q-active help | 1.50 | 1.92 | 1.25 |
Figure 6Game-related variables. (a): understanding of the game; (b): strategic behaviors; (c): participation.
Figure 7Interaction with peers. (a): interaction; (b): conflict; (c): cooperation.
Figure 8Requests directed to adults and care-givers. (a): questions concerning the device; (b): questions concerning the activity; (c): active help requests.