TangiGuru: Tangible E-Learning Solution for Early Childhood Development

Thiwanka Cholitha Hettiarachchi, Lakisuru Sathyajith Semasinghe, S. Lokuliyana, N. Gamage, R. de Silva
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Abstract

Exploration and manipulation of physical objects are essential for early childhood learning. Previous investigations found several TUI uses in other fields. Less research has been done on tangible learning for youngsters; thus, it is unclear if they are more collaborative, playful, or functional. TangiGuru consists of 12 tangible, manipulative objects known as TangiCubes, which are used as a tangible user interface between children and the e-Learning application. It can carry out cognitive learning activities related to colors, languages, shapes and basic math by dynamically varying assigned values by changing the external appearance of TangiCubes. This dynamic nature of the TangiCubes makes it possible to use the same tangibles with endless possibilities compared to traditional tangible learning solutions with static value for each tangible. After the prototyping phase, children were evaluated with the traditional tangible learning solutions compared to TangiGuru. They concluded that the more interactive tangible interfaces could make the children perform activities more engagingly.
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唐古鲁:儿童早期发展的有形电子学习解决方案
探索和操作实物对幼儿学习至关重要。先前的调查发现,TUI在其他领域也有用途。关于青少年有形学习的研究较少;因此,尚不清楚它们是更具协作性、游戏性还是功能性。TangiGuru由12个有形的、可操作的对象组成,这些对象被称为TangiCubes,它们被用作儿童和电子学习应用程序之间的有形用户界面。它可以通过改变TangiCubes的外观来动态改变赋值,从而进行与颜色、语言、形状和基础数学相关的认知学习活动。与传统的有形学习解决方案相比,TangiCubes的这种动态特性使得使用具有无限可能性的相同有形内容成为可能,而每个有形内容都具有静态价值。在原型阶段之后,将传统的有形学习解决方案与唐古鲁进行比较。他们得出的结论是,更具互动性的有形界面可以让孩子们更有吸引力地完成活动。
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