An Augmented Knights Castle (AKC) play set was adapted so that children with autism can configure programmable elements. This is compared with a non-configurable AKC and when the AKC set is switched-off. When the system is configurable, and when it is switched on, less solitary play and more cooperative play occur. Digital toys, and their configurability are key factors in design for children with autism allowing greater individual control and more socially oriented behaviour. We suggest that tangibles provide a safety net for encouraging social interaction as they allow for a broad range of interaction styles. Keywords: Tangibles, configuration, autism, object interaction, social interaction, direct manipulation Biographical notes: William Farr trained as a Primary school teacher at the University at Sussex and worked in schools for twelve years. During that time he taught in Tottori Prefecture in Japan, and completed an MA in Education focusing on Autism and computing. After finishing the National Professional Qualification for Headship (NPQH) and working as a Deputy Headteacher he was offered an EPSRC sponsored Dphil. He is currently 3 rd year Dphil student in Psychology focusing on Autism and Tangibles and is also an Associate Tutor in Education and Psychology on MA and Undergraduate programs.
Combining interactive technology with traditional toys promises to significantly enhance the educational value of children's play. Designing such augmented toy environments, however, requires designers to take both the traditional, technology-less nature of the toy, and the novel interactive aspects of the newly accessible virtual environment into account. This article attempts to present a unified set of guidelines for the design and implementation of augmented toy environments, drawing upon existing literature in traditional and educational toy and game design, as well as our own experiences in building mixed reality game environments. We also offer practical advice on the use of these guidelines by reporting on our own augmented toy environment for young children, called the Augmented Knight's Castle, which encourages learning about the Middle Ages in a playful way.
Abstract-The Augmented Knight's Castle (AKC) comprises traditional play figures and scenery embedded with radio frequency identification (RFID) technology to enhance user experience by triggering various forms of audio output. In this paper we present the results of a user study with over 100 children to evaluate the AKC in terms of playful learning, compared with an identical, non-augmented version. Findings suggest that children who played with the AKC remembered facts about the Middle Ages that were presented to them in the form of verbal commentaries, both immediately after the play session as well as in a post-test two months later.
Cooperative social interaction is a complex skill that involves maintaining shared attention and continually negotiating a common frame of reference. Privileged in human evolution, cooperation provides support for the development of social-cognitive skills. We hypothesize that providing audio support for capturing playmates' attention will increase cooperative play in groups of young children. Attention capture was manipulated via an audio-augmented toy to boost children's attention bids. Study 1 (48 6- to 11-year-olds) showed that the augmented toy yielded significantly more cooperative play in triads compared to the same toy without augmentation. In Study 2 (33 7- to 9-year-olds) the augmented toy supported greater success of attention bids, which were associated with longer cooperative play, associated in turn with better group narratives. The results show how cooperation requires moment-by-moment coordination of attention and how we can manipulate environments to reveal and support mechanisms of social interaction. Our findings have implications for understanding the role of joint attention in the development of cooperative action and shared understanding.
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