Design and evaluation of educational kinesthetic game to encourage collaboration for kindergarten children

Stefanie Angelia, Naohisa Ohta, Kazunori Sugiura

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

UPDATED - 31 October 2015. This paper discusses an educational game for kindergarten children to encourage collaboration between them. A game (Tata N Taro Adventure) was designed for children from 4 to 6 years old to encourage collaborations between children in remote and local environments. For this purpose, two classrooms are connected via the Internet. The game content was designed to include multiple gameplays to support a variety of collaboration types. Kinect was used as the interaction device for children. The game was developed using unity game engine. The effectiveness of the game for encouraging collaboration was examined by observing children's engagement levels and interactions from the viewpoints of the collaboration scheme, game structure, and the usage of the Kinect. The experiments were conducted at 3 kindergartens with 38 children participating in total. The results show that with the proposed game design, children gained motivation to interact more with their peers and to compete healthily with each other.

Original languageEnglish
Title of host publicationACE 2015 - 12th Advances in Computer Entertainment Technology Conference, Proceedings
PublisherAssociation for Computing Machinery
Volume16-19-November-2015
ISBN (Electronic)9781450338523
DOIs
Publication statusPublished - 2015 Nov 16
Event12th Advances in Computer Entertainment Technology Conference, ACE 2015 - Iskandar, Malaysia
Duration: 2015 Nov 162015 Nov 19

Other

Other12th Advances in Computer Entertainment Technology Conference, ACE 2015
Country/TerritoryMalaysia
CityIskandar
Period15/11/1615/11/19

Keywords

  • Children
  • Choose your own adventure game
  • Computer usage in education
  • Computer-supported collaborative learning (CSCL)
  • Educational game
  • Kinect
  • Kinesthetic learning

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software

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