Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings

Research Article

A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education

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  • @INPROCEEDINGS{10.1007/978-3-319-55834-9_2,
        author={Yujie Zhu and Stephen Wang},
        title={A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2--3, 2016, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2017},
        month={3},
        keywords={Augmented reality Tangible interaction Educational game Early childhood education},
        doi={10.1007/978-3-319-55834-9_2}
    }
    
  • Yujie Zhu
    Stephen Wang
    Year: 2017
    A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-319-55834-9_2
Yujie Zhu, Stephen Wang,*
    *Contact email: stephen.wang@monash.edu

    Abstract

    Augmented Reality (AR) has been recognized as one of the most promising technologies for the gaming industry. In this study, the designers intend to apply AR technology to developing an educational interactive game. This paper presents an AR featured educational game specifically designed for 4–6 years old pre-school children. The main objective of the game was to teach children knowledge about color mix, mathematics and 2D-3D geometrical shapes. This game allows user to interact with both in-screen and physical objects at same time, and different interaction forms like the touch screen (click) and AR game (rotate) for better interaction with real world and learning. This paper focuses in detail on the design and interactive behavior. Furthermore, beyond the needs of children, this game also serves for parents. Through the Token Economy method, parents can control kids’ playing time, and track and modify their everyday behavior.