ct 17(11): e2

Research Article

Augmented Reality Meets Tangibility: A New Approach for Early Childhood Education

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  • @ARTICLE{10.4108/eai.5-9-2017.153059,
        author={Yujie Zhu and Xinyi Yang and Stephen Jia Wang},
        title={Augmented Reality Meets Tangibility: A New Approach for Early Childhood Education},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={4},
        number={11},
        publisher={EAI},
        journal_a={CT},
        year={2017},
        month={4},
        keywords={Augmented Reality, Tangible Interaction, Educational Game, Early Childhood Education.},
        doi={10.4108/eai.5-9-2017.153059}
    }
    
  • Yujie Zhu
    Xinyi Yang
    Stephen Jia Wang
    Year: 2017
    Augmented Reality Meets Tangibility: A New Approach for Early Childhood Education
    CT
    EAI
    DOI: 10.4108/eai.5-9-2017.153059
Yujie Zhu1, Xinyi Yang1, Stephen Jia Wang1,*
  • 1: Department of Design, Faculty of Art Design & Architecture, Monash University, Melbourne 3145, Australia; International Tangible Interaction Design Lab, Monash University, Melbourne 3145, Australia
*Contact email: stephen.wang@monash.edu

Abstract

Augmented Reality (AR) has been recognised as one of the promising technologies for the gaming industry. In this study, the authors intend to apply AR technology to develop an interactive educational game. This paper presents an AR featured educational game specifically designed for 4-7 years old pre-school children. The principal objective of this game is to enable children to learn various abstract concepts, such as colour mixing, mathematics and 2D-3D geometrical shape recognition. This game allows users to interact with both onscreen (intangible) and physical objects (tangible) at the same time; different interaction forms including the touch screen (click) and AR game (rotate) are designed for better interaction with the real world and learning. This paper focuses on the details of the design and interactive behaviour. Furthermore, beyond the needs of children, this game also serves for parents through the Token Economy method; parents can control the kids’ contacting time with portable devices, and track and modify their everyday learning patterns. A pilot study implementing mix method was used to gather user’s feedback is also described in this paper.