2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07) 2007
DOI: 10.1109/digitel.2007.43
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Shadow Box: an interactive learning toy for children

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Cited by 16 publications
(8 citation statements)
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“…The idea of a game component would help, did not hold through as it did not improve performance, neither brought engagement. Academic studies like VISOLE (Shang et al, 2007), AnswerMatching (Wu et al, 2007), Shadow Box (Sung et al, 2007), and Simulation Fish Tank (Tan and Biswas, 2007) proved to be successful within academic environment, but were never compared side by side within a corporate environment. Adhell and Adresen (2001) show case studies from companies like Electrolux, where game is used to train employees.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The idea of a game component would help, did not hold through as it did not improve performance, neither brought engagement. Academic studies like VISOLE (Shang et al, 2007), AnswerMatching (Wu et al, 2007), Shadow Box (Sung et al, 2007), and Simulation Fish Tank (Tan and Biswas, 2007) proved to be successful within academic environment, but were never compared side by side within a corporate environment. Adhell and Adresen (2001) show case studies from companies like Electrolux, where game is used to train employees.…”
Section: Discussionmentioning
confidence: 99%
“…Several studies have been carried out on game-based learning with an educational orientation, especially for a possible use in either helping learning the traditional classroom environment, or supporting teaching activities (Hsiao, 2007), with improving techniques like the multi level challenge system (Cheng et al, 2007). Other game-based learning systems were, for examples, VISOLE (Shang et al, 2007), AnswerMatching (Wu et al, 2007), Shadow Box (Sung et al, 2007), and Simulation Fish Tank (Tan and Biswas, 2007). The literature covers developments in the e-learning research from the military to the classroom, but this is a fairly young subject, which has been following the personal computer revolution and received a super vitamin boost with the latest internet broadband improvements.…”
Section: Introductionmentioning
confidence: 99%
“…Tangible technology is a term that refers to directly linking computer-based activities with real-world physical objects and events [3,14,17,19]. For young children, those who have yet to reach Piaget's formal operational stage, tangible computing offers a more concrete approach to digital learning and exploratory play [8,12].…”
Section: Introductionmentioning
confidence: 99%
“…For example, one research team developed a system where children were given blocks of wood with embedded RFID tags -in this case some were shapes of common items (e.g., a lion) and others were written word equivalents. The child then had to present the two matching puzzle pieces to the RFID reader and in turn receive appropriate feedback displayed on the monitor [17]. It appears that tangible interaction research is thus a viable strategy to explore especially with young children, but it is an area that has to date received little formal research attention.…”
Section: Introductionmentioning
confidence: 99%
“…The idea is to converge 'realspace' and 'mobilespace'. Tangible technology is a term that refers to directly linking computerbased activities with real-world physical objects and events [5,6,7]. When digital information is presented to users that enhances their real world surroundings the term Augmented Reality is often used.…”
Section: Introductionmentioning
confidence: 99%