Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction 2018
DOI: 10.1145/3173225.3173256
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Smart Toys Design Opportunities for Measuring Children's Fine Motor Skills Development

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Cited by 23 publications
(12 citation statements)
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“…It showed that high engagement with TUI "benefits for critical thinking, problemsolving and also supporting active learning" [26] and fostered exploration and improvisation, which gave children more initiative for learning [56]. Eight studies found participants enjoy tangible learning experiences [5,29,56,76,101,110,115,141], even though sometimes the tangible task was too difficult for them [91]. Compared to screen-focused interaction, TUIs were more interesting [76] and appealing to children [56] because the multi-sensory and ambiguous aspects of TUIs were fun, and had tactile, embodied interactions and patterns [101], e.g., story creating [56] and activities on the theatre stage [101].…”
Section: Impact On Learners' Emotionmentioning
confidence: 99%
“…It showed that high engagement with TUI "benefits for critical thinking, problemsolving and also supporting active learning" [26] and fostered exploration and improvisation, which gave children more initiative for learning [56]. Eight studies found participants enjoy tangible learning experiences [5,29,56,76,101,110,115,141], even though sometimes the tangible task was too difficult for them [91]. Compared to screen-focused interaction, TUIs were more interesting [76] and appealing to children [56] because the multi-sensory and ambiguous aspects of TUIs were fun, and had tactile, embodied interactions and patterns [101], e.g., story creating [56] and activities on the theatre stage [101].…”
Section: Impact On Learners' Emotionmentioning
confidence: 99%
“…Tangible artifacts have been already experimented in game research to increase players' involvement and enjoyment (e.g., Sullivan et al, 2018), but received a minor attention in the gamification domain. Smart tangible toys (Mironcika et al, 2018), for instance, could be used for gamifying serious tasks or supporting change in behavior. Likewise, personal fabrication technologies such as 3D printers could be appropriated within a game frame (Bhaduri et al, 2017) to create novel gamified activities (Rapp et al, 2017).…”
Section: What's Nextmentioning
confidence: 99%
“…En la última década, el diseño de estos objetos ha propiciado la interacción activa juguete-usuario a partir de juguetes inteligentes que se adaptan a las condiciones y exigencias del usuario final, haciendo uso de las tecnologías de información y comunicación vigentes (Mironcika et al, 2018;Yamada-Rice, 2018). Al ser el niño el usuario final de los juguetes infantiles, este comienza a tener un rol protagónico durante las diferentes etapas del proceso de diseño.…”
Section: Niveles De Participación Infantil En Los Procesos De Diseño unclassified