The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques
Abstract
:1. Introduction
1.1. Literature Review
1.1.1. Developments of Early Childhood Education and Young Children’s Cognition
1.1.2. Education via Entertainment by Digital Technology
1.1.3. Digital Technology Development for Educational Purposes
1.2. A Review of Existing Digital Games for Early Childhood Education
- (1)
- The technical application of TUIs is often completed with aids from computer vision, for example, placing a webcam directly above or below the interactive surface to capture the user’s interaction with the TUI.
- (2)
- The interactive form of a TUI can be combined with electronic sensors to form a good interactive interface. The sensors so used include three-axis accelerators, speakers, Bluetooth elements, etc., which all can achieve the purpose of communication between the physical interface and the computer.
- (3)
- In addition to being game-like, the physical user interface of a game can also import learning content that children need, giving children extra value-added feedback when playing the game.
1.3. Proposed Principles for Digital Puzzle Game Learning in Early Childhood Education
- (1)
- considering the four major factors for assessing the play performance of early childhood learning, namely, (a) child factors, (b) performance skills, (c) activity demands, and (d) context and environment, proposed by Zidianakis et al. [32] in the design of the proposed gaming system to offer a new type of learning experience;
- (2)
- using the TUI design model proposed by Wang and Kang [33], which includes the considerations of cognition, emotion, physiology, and social interaction, to design the operation mode and game procedure in the proposed system;
- (3)
- summarizing five indicators, namely, usability, enjoyment, experience, sociality, and richness according to the above literature surveys, and using them as the criteria for evaluating children’s learning effectiveness;
- (4)
- designing the interaction scheme of the proposed system according to the sensory-motor development of children, and combining the operations of the game interface, to achieve the effect of visual feedback, so as to allow children to feel the responses from the virtual and real worlds simultaneously;
- (5)
- introducing high-tech cloud network technology and electronic sensors, and cooperating with object projection, to make the connection between the gaming system and the peripheral interactive device more closely;
- (6)
- simplifying the physical interface and game-playing flow, and adding story-based game content that can stimulate children to think;
- (7)
- including lively, cute, and colorful elements in the visual design of the game, and using animations to present game situations, to enhance children’s willingness to participate and to increase their game experiences.
1.4. The Research Goal and Paper Organization
- (1)
- how to design a simple physical user interface for a digital puzzle game?
- (2)
- how to combine interactive technology and digital puzzle games to enhance the effect of children’s digital learning by playing the game?
2. Methods
2.1. Research Design
- (1)
- The survey stage—the reviews of relevant literature and case studies were conducted, with the topics including investigations of early childhood education, tangible user interfaces, digital puzzle games, etc.
- (2)
- The development stage—based on a prototyping method, the proposed digital puzzle gaming system was constructed according to a set of design principles derived from the literature and works reviewed in the last stage.
- (3)
- The assessment stage—the system was used in an exhibition space by a group of young children whose performances were recorded by the methods of behavior observation, expert interviews, and questionnaire surveys with the resulting dataset being used to evaluate the effectiveness of the proposed system by use of the statistical software packages SPSS.
2.1.1. The Prototyping Method
- (1)
- conduct a survey of the literature about the relevant theories and existing studies related to the system to be constructed;
- (2)
- derive the principles for designing the system from the literature survey result;
- (3)
- construct a prototype system according to the derived principles;
- (4)
- carry out necessary field experiments or system exhibitions using the prototype;
- (5)
- evaluate the effectiveness of the prototype system by any system assessment methods;
- (6)
- improve the functions of the prototype system to finalize it; and
- (7)
- exhibit the system in public spaces to conduct field experiments and further modifications of the system.
2.1.2. The Behavior Observation Method
- (1)
- activities (A)—what are the behavior patterns of people, and what are the processes in the activities?
- (2)
- environment (E)—what are the characteristics and functions of the space, and is it a personal or a public space?
- (3)
- interaction (I)—is there interaction between people and between people and objects?
- (4)
- objects (O)—what items and equipment do you have in the above environment?
- (5)
- user (U)—who is there, and what are the roles and relationships?
2.1.3. The Expert Interview Method
2.1.4. The Questionnaire Survey Method
2.2. Participants
2.2.1. The Participating Young Children
2.2.2. The Invited Experts
2.3. System Procedure
2.3.1. Design of the Proposed System by Interactive Multi-Sensing and Tangible User-Interfacing Techniques
- (1)
- an interactive projection table—of the shape of a cylinder as shown in Figure 2b, supposed to be the “tree of wisdom” of the proposed system;
- (2)
- a table screen on the projection table—for showing the game-playing graphics as illustrated in Figure 2c;
- (3)
- an animation projection unit—inside the projection table as shown in Figure 2d;
- (4)
- a tangible user interface unit—consisting of four “red” slide potentiometers attached on the lateral sides of the cylindrical projection table as well as four “colored” switch buttons on the tabletop.
2.3.2. Design of the Game-Playing Process
- The game-playing process of the proposed digital puzzle gaming system—
- Part I: playing the color matching game
- Stage 1. Initialization—
- (1.1) Downloading the cloud database:
- (1.2) Entering the game-playing process:
- Stage 2. Color matching—
- (2.1) Adjusting fruit colors:
- (2.2) Successful color pairing:
- (2.3) Failed color pairing:
- (2.4) Anthropomorphic shape selection:
- Part II: playing the fruit catapult game
- Stage 3. Preparing fruit slices for the game—
- (3.1) Generating and popping up fruit slices:
- (3.2) Adding textual introduction information of fruits:
- Stage 4. Kicking fruit slices to get scores—
- (4.1) Bouncing the fruit slice:
- (4.2) Pushing the slingshot to hit incoming fruit slices into the other users’ slingshots:
- (a)
- a successful kick of any fruit slice into another user’s slingshot is given a score of two points;
- (b)
- the first scoring push is given specially a double score of four points;
- (c)
- a failure to push back a fruit slice coming from another user’s kick is given a negative score of one point.
- Stage 5. Ending the game playing by score ranking and player awarding—
- (5.1) Ending the catapult game:
- (5.2) Score ranking and awarding:
- (5.3) Ending the game playing:
2.3.3. Merits of the Proposed Gaming System for Early Childhood Education
- (1)
- Creating appropriate visual game contents for young children
- (2)
- Adopting simple decision-making steps in the game-playing process
- (3)
- Helping motor development and enhancing eye-hand coordination ability
- (4)
- Promoting development of audio, visual, and tactile response capabilities
- (5)
- Promoting children’s first cognition of virtual worlds
- (6)
- Assisting children’s learning of the knowledge of fruits
2.3.4. An Illustrative Example of Game Playing on the Proposed Gaming System
2.4. System Structure and Tools
2.4.1. The Hardware and Software of the Proposed System
- (1)
- The tangible user interface (TUI)—this part is integrated with the interactive projection table through electronic sensors, and is composed of four switch buttons placed on the table top and four slide potentiometers attached on the lateral sides of the projection table as can be seen in Figure 2, as well as an Arduino Uno board embedded inside the projection table as shown in Figure 8. The players use the switch buttons and the slide potentiometers to communicate with the proposed system; signals generated by these devices are processed by the Arduino Uno unit, with the resulting signals sent to the computer for further processing to generate corresponding animation on top of the projection table.
- (2)
- The central processing unit—beside the computer, the central processing unit includes a cloud database in which system resources like the graphic and audio data for animation generation are kept. The graphic data of the game interfaces and the related elements of the fruit characters were created by use of the software package, Illustrator, and these data were taken as the input material into the software package, Unity, to carry out the production of animation and other game-playing content used by the proposed system.
- (3)
- The animation projection unit—the animation generated by the Unity is displayed on the table screen on top of the projection table via the use of the short-throw projector, as shown in Figure 2d. In addition, two audio speakers are utilized to yield music or sound accompanying the animation.
2.4.2. Detailed Design of the Proposed System and Its Physical Interactive Devices
- (A)
- The Design of the Interactive Projection Table
- (B)
- The Design of the Electronic Sensors
- (C)
- The Design of the Animation Projection Unit
- (D)
- The Design of the Game-playing Process
3. Results
3.1. Exhibitions of the Proposed System for Field Experiments
3.2. Analysis of Behavior Observation Results
- (1)
- Among the statistics of the six emotion types, the sums of the first three positive emotions (i.e., the excited, pleasant, and surprised ones) are higher than those of the three negative emotions (i.e., the distressed, frustrated, and nervous ones), indicating that the children have played the games with positive emotions on the proposed system.
- (2)
- The average values of positive emotions are between 4.69 and 7.64, and those of negative emotions are between 0.86 and 2.60, indicating that the proposed system brings forth good gaming experiences to the participating children.
- (3)
- In the game process, children will remind and help each other when selecting the fruit colors and the anthropomorphic shapes, showing “mutual aid” relationships; during the catapult game and the scoring ranking step, they have “mutually competitive” relationships, and this kind of switching the children’s relationships through the game-playing context is thought to have a positive impact on their cognitive development.
- (4)
- In the meantime, the visual, auditory, and tactile interactions that the children experienced during the game-playing process promoted the children’s willingness to join the game, and the hands-on operations required to play the games brought forth more game exploration experiences to the children.
- (5)
- The children have positive emotional feedback on the dynamic selection of the anthropomorphic shape for the fruit in the game-playing process, which is similar to role switching encountered in people’s daily life.
3.3. Analysis of Results of Interviews with Experts
- (1)
- Introducing digital puzzle games into young children’s learning can not only maintain the meaning of education, but also can reduce the children’s bored feelings that often arise during the traditional static learning process.
- (2)
- The game content should be simple to understand, and the game-playing process should be easy to operate without unnecessary steps.
- (3)
- Incorporating lively, cute, or interesting animation contents into digital games can enhance children’s willingness to participate and experience game-playing activities.
- (4)
- Integrating various sensory activities into the game design to create audio, visual, and tactile experiences can improve children’s game-playing experiences.
3.4. Statistical Analysis of Questionnaire Survey Results
3.4.1. The Design of the Questions for the Questionnaire Survey
3.4.2. Adopted Methods for Analyzing the Reliability and Validity of Collected Data
3.4.3. Statistical Analysis of the Adequacy of the Collected Data for Structure Analysis
3.4.4. Structure Analysis of the Collected Questionnaire Survey Data
3.5. Analysis of the System Effectiveness by the SPSS According to Questionnaire Survey Results
- (1)
- Most players thought that the proposed games were easy to understand and simple to play.
- (2)
- The children’s feelings of the interactive games played on the system were positive.
- (3)
- The children enjoyed the rich audio-visual experience and the multimedia feedback of the proposed gaming system.
- (4)
- The children had positive experiences with regard to the design of the gaming process and the cognition of the game content.
- (5)
- Most children were confident that they could complete the gaming process and understand the basic structure and rules of the game.
- (6)
- The children are satisfied with the overall interactive experience obtained on the gaming system.
3.6. The Findings Derived from the Four Methods Adopted in This Study
- (1)
- Through the behavior observation method, it was found that game playing on the proposed system makes the participating children feel excited, surprised, and happy with a positive emotional experience, that the children wanted to play more rounds after the gaming process is over, and that they could get familiar with the game content quickly, showing that the system is interesting and attractive to children.
- (2)
- Through the interviews with the invited experts, it was found that the proposed system is rich for children to experience hands-on operations in games, and that educational training brought forth to children by game playing has positive impacts on their cognitive development.
- (3)
- Through the questionnaire survey, it was found that the interactive gaming system with tangible user interface combined with animation has good usability for young children, and that after the children finished experiencing the game-playing process, they can clearly describe the interactive process and game content, showing that the children had a positive cognition and experience of the gaming system.
4. Discussions and Conclusions
4.1. Discussions
- (1)
- The games of the proposed system are story-based with themes that are simple for the young children to understand.
- (2)
- A tangible user interface has been constructed to enhance the diversity of the game so that the young children can get visual, auditory, and tactile interactive experiences from playing the game.
- (3)
- The system has an interesting game-playing flow with lively, cute, and colorful elements in the visual design of the games.
- (4)
- The system was designed to include interactive multi-sensing techniques for the participating children to learn digital technology in their early childhood period.
- (1)
- The proposed system was designed for use only by preschool children aged 4 to 6.
- (2)
- The operation mode of human–computer interaction with a tangible use interface was explored in this study.
- (3)
- The digital puzzle game was selected as the main topic for investigation, and physical operations were taken as the basis for system development.
4.2. Conclusions
- (1)
- The design of a simple and physical interactive interface can bring forth a good gaming experience to participating children.
- (2)
- Rich visual dynamics and sound effects can enhance the users’ game-playing pleasure.
- (3)
- The introduction of digital puzzle games has a positive impact on young children’s learning in early childhood education.
- (1)
- strengthening the content of the game-playing process and combining more educational significance into the design to increase the richness of the system;
- (2)
- simplifying the vocabulary used in the game-playing process and improving the human factor in the system design to meet the learning need of early childhood education;
- (3)
- increasing the richness and diversity of the interactive interface design for the system;
- (4)
- expanding the system to include more forms of learning for early childhood education in urban and rural areas;
- (5)
- using more media information to provide young children with experiences of manipulating interactive technology with both entertainment and educational significance.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. Evaluating the Effectiveness of the Proposed Gaming System from the Perspectives of the Five Latent Dimensions
Appendix A.1. Evaluation from the Perspective of Social Development
- (1)
- The average Likert-scale scores of this latent dimension fall between 4.26 and 4.74, all of which are above 4 points, indicating that the content of the game process can make the players cooperate and help each other, and share their experiences after the game-playing process is over.
- (2)
- The standard deviations of Questions 3 and 4 are larger than 0.9, indicating that the children have some divergent views on the social behavior, but the overall average is higher than 4.00, indicating that most of the children interact and communicate with other players well during the game-playing process.
- (3)
- The standard deviation of Question 5 is 0.51, which is small, and more than 90% of the answers are “strongly agree” and “agree”, indicating that most players think the game is simple and easy to understand.
Latent Dimension: Social Development | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Question | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | |||||
Q5 | 2 | 5 | 4.43 | 0.95 | 70.7% | 6.9% | 13.8% | 5.2% | 3.4% | 77.6% |
When my peers encounter difficulties, I will take the initiative to help | ||||||||||
Q6 | 2 | 5 | 4.43 | 0.88 | 65.5% | 15.5% | 15.5% | 3.4% | 0% | 81% |
After the game, I discuss with my peers the mistakes I encountered during the game-playing process | ||||||||||
Q10 | 1 | 5 | 4.31 | 1.09 | 67.2% | 6.9% | 17.2% | 6.9% | 1.7% | 74.1% |
I was able to play without guidance | ||||||||||
Q4 | 2 | 5 | 4.26 | 0.94 | 58.6% | 13.8% | 22.4% | 3.4% | 1.7% | 72.4% |
After the game, I discuss with my peers the mistakes I encountered during the game-playing process | ||||||||||
Q12 | 3 | 5 | 4.74 | 0.51 | 77.6% | 19% | 3.4% | 0% | 0% | 96.6% |
I think the game is simple |
Appendix A.2. Evaluation from the Perspective of Affective Cognition
- (1)
- The average Likert-scale scores of this latent dimension fall between 4.78 and 4.95, indicating that the children have positive experiences of the overall interaction mode of the proposed gaming system.
- (2)
- The standard deviations of Questions 1 to 4 are all smaller than 0.6, and both the percentages of the answers of “disagree” and “strongly disagree” are 0%, indicating that the children like the audio-visual experience and the multimedia feedback of the proposed gaming system.
- (3)
- There are a total of four questions in this latent dimension, and the percentages of the positive answers to each question is above 90%, indicating that the proposed gaming system is well evaluated by the children in the aspect of system interface perception.
Latent Dimension: Affective Cognition | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Question | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | |||||
Q18 | 3 | 5 | 4.91 | 0.38 | 94.8% | 1.7% | 3.4% | 0% | 0% | 96.5% |
I love the hands-on operations in the game-playing process | ||||||||||
Q17 | 4 | 5 | 4.95 | 0.22 | 94.8% | 5.2% | 0% | 0% | 0% | 100% |
I love the digital images in the game | ||||||||||
Q19 | 3 | 5 | 4.88 | 0.42 | 91.4% | 5.2% | 3.4% | 0% | 0% | 96.6% |
I prefer to play with friends because I have played interactive games | ||||||||||
Q8 | 3 | 5 | 4.78 | 0.53 | 82.8% | 12.1% | 5.2% | 0% | 0% | 94.9% |
I think the game is simple |
Appendix A.3. Evaluation from the Perspective of Information Communication
- (1)
- The average Likert-scale scores of this latent dimension fall between 4.76 and 4.88, indicating that the children can understand the main axis of the content and the rules of the games after experiencing the game-playing process.
- (2)
- All the questions covered by this latent dimension have average Likert-scale scores larger than 4, indicating that the children have positive experiences with regard to the design of the gaming process and the cognition of the game content.
- (3)
- A total of four questions are covered by this latent dimension, and the percentage of agreements of each question is larger than 90%, which shows that a good effect on most children’s learning experience has occurred.
Latent Dimension: Information Communication | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Question | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | |||||
Q13 | 3 | 5 | 4.76 | 0.47 | 77.6% | 20.7% | 0% | 0% | 1.7 | 98.3% |
I can understand the description of the game content | ||||||||||
Q15 | 4 | 5 | 4.79 | 0.40 | 79.3% | 20.7% | 0% | 0% | 0% | 100% |
I am clear about how I play | ||||||||||
Q14 | 3 | 5 | 4.88 | 0.37 | 89.7% | 8.6% | 1.7% | 0% | 0% | 98.3% |
I can feel that color is the main axis of the game | ||||||||||
Q7 | 3 | 5 | 4.84 | 0.41 | 86.2% | 12.1% | 1.7% | 0% | 0% | 98.3% |
I can finish the game on my own |
Appendix A.4. Evaluation from the Perspective of Organizational Thinking
- (1)
- The average Likert-scale score value of this latent dimension is between 4.60 and 4.78, which shows that after experiencing the gaming system, the children became familiar with the overall operation, remembered the fruits encountered in the process, and wanted to continue to play the next round of the games.
- (2)
- The standard deviation of Question 2 is 0.81, which shows that the children have different opinions on answering this question. The average value is 4.6, which is lower than those of the other questions, indicating that the children’s understanding of the system is in a relatively vague state, and they may not be able to complete the first round of the games through their own explorations.
- (3)
- The standard deviations of Questions 1 and 2 are both larger than 0.7, indicating that the children have different opinions on the two questions, but the average values are about 4.60, which also shows that most children are confident that they can complete the gaming process; after experiencing the gaming system, they can understand the basic structure and rules of the game, as well as the information conveyed.
- (4)
- There are a total of three questions covered by this latent dimension, and each question has been answered in agreement by about 90% of the children. This shows that the children evaluated the overall gaming system to be relatively simple. In the future, the design complexity of the games can be enhanced to make the gaming system more complex and more attractive.
Latent Dimension: Organizational Thinking | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Question | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | |||||
Q9 | 2 | 5 | 4.66 | 0.76 | 91.4% | 5.2% | 0% | 3.4% | 0% | 96.6% |
After the game, I can remember the color, name, and introduction of the fruit | ||||||||||
Q11 | 2 | 5 | 4.60 | 0.81 | 77.6% | 8.6% | 10.3% | 3.4% | 0% | 86.2% |
I can finish the game on my own | ||||||||||
Q3 | 3 | 5 | 4.78 | 0.53 | 89.7% | 6.9% | 3.4% | 0% | 0% | 96.6% |
I feel that the playtime flies quickly |
Appendix A.5. Evaluation from the Perspective of Interactive Experience
- (1)
- The average Likert-scale score values of this latent dimension fall between 4.66 and 4.84, indicating that the children have a good acceptance of the game operation scheme and the multimedia information of the proposed system.
- (2)
- The standard deviation of Question 1 is 0.71, which seems larger than those of the other questions, possibly indicating that some children have difficulty differentiating the distinct uses of “long press” and “short press” in the interaction situations using the switch button.
- (3)
- There are a total of three questions in this latent dimension, and the percentage of agreements of each question is larger than 90%, indicating that the children are satisfied with the overall interactive experience obtained on the gaming system.
Latent Dimension: Interactive Experience | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Question | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | |||||
Q1 | 2 | 5 | 4.66 | 0.71 | 77.6% | 13.8% | 6.9% | 0% | 1.7% | 91.4% |
I can play with switch buttons | ||||||||||
Q2 | 3 | 5 | 4.72 | 0.61 | 81% | 10.3% | 8.6% | 0% | 0% | 91.3% |
I can operate the slide potentiometer precisely | ||||||||||
Q16 | 3 | 5 | 4.84 | 0.45 | 87.9% | 8.6% | 3.4% | 0% | 0% | 96.5% |
I can push out other kinds of fruits from the game I played |
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Work Title | TUI Form | Technology | Interactive Form | Description |
---|---|---|---|---|
A Cube to Learning (2005) [23] | structural device | miniature screen, accelero-meter, speaker | rotate and shake | A speaker, a three-axis accelerator, and a miniature screen are embedded in the system. When the user starts to answer a question issued through the speaker, the surface of a cube needs to be rotated to the answering side. |
A Tangible Tabletop Game (2008) [24] | interactive surface, marking and control system | ESP with Arduino and electronic materials | scroll tap | This is an interactive table with a game made by ESP. The interactive tabletop surface is similar to an electronic chessboard. Users need to match the colors of a physical object interface with those on the tabletop to pass the game. |
Storytelling through Drawings (2009) [25] | structural system, marking and control system | computer vision and projection screen | tap interface | The system grabs the position of a toothbrush by a webcam, and when the user holds the toothbrush to touch the bacteria, visual feedback will appear on the projection screen. |
PuzzleTale (2010) [26] | structural device, marking and control system | computer vision and projection screen | multi-touch object manipulation | This is a learning system that combines multi-touch and graphic markers, and the user can interact with the system through the use of graphic markers. |
AR Tangible Interface (2011) [27] | interactive surface, marking and control system | computer vision | object manipulation | The user places a marked interface card on the desktop, and after the camera captures and recognizes the image of the marked interface card, the screen displays the corresponding visual feedback. |
Magic Sticks (2011) [28] | structural device | RFID and Bluetooth interface | tap interface | The system uses a magic wand with RFID as the interactive interface and cooperates with a Bluetooth device to allow the user to tap an area with a tag through the magic wand, and generate corresponding feedback. |
TangiSense (2011) [29] | interactive surface and structural device | computer vision and projection screen | structural combination | The system uses computer vision technology to grab the images of objects on an interactive table to draw and interact with users. The chessboard-style desktop, LED colors, and a projection screen together are used to present visual feedback. |
KidCAD (2012) [30] | interactive surface, marking and control system | computer vision | press the interface and object manipulation | Through the user’s pressing on a physical object and depending on the depth and strength of the manipulation of a brush, the corresponding visual effect of a 3D digital model is presented. |
The Tangible Toy (2015) [31] | interactive surface, marking and control system | computer vision and mobile device | physical operations and visual feedback | Based on the use of computer vision technology to capture the position of a building block, when the position of the building block changes, the digital image also changes. Besides interacting with computers, the system also interacts with mobile devices. |
Category | Item | Number of Samples | Percentage |
---|---|---|---|
Sex | Male | 38 | 65.5% |
Female | 20 | 34.5% | |
Age | 4 years | 8 | 13.8% |
5 years | 16 | 27.6% | |
6 years | 34 | 58.6% | |
Interactive gaming experience | Yes | 6 | 10.7% |
No | 52 | 89.3% |
Code | Affiliation | Job Title | Expertise |
---|---|---|---|
T1 | kindergarten | teaching staff | early childhood care, child welfare, early childhood education |
T2 | national university | associate professor | infant physiology, infant health, infant cognition |
T3 | national university | associate professor | digital learning, game education, information education |
T4 | national university | associate professor | interactive technology, human–machine interface, digital self-made |
Season | Fruit Title | Fruit Shape | Introduction Information | ||
---|---|---|---|---|---|
Original | Sliced | Anthropo-Morphic *** | |||
Spring | Litchi | ||||
Wax apple | |||||
Tomato | |||||
Guava | |||||
Summer | Watermelon | ||||
Mango | |||||
Passion fruit | |||||
Cherry | |||||
Autumn | Pear | ||||
Carambola | |||||
Winter | Orange | ||||
Tangerine | |||||
Strawberry |
Fruit Title | Anthropomorphic Shape 1 | Anthropomorphic Shape 2 | ||
---|---|---|---|---|
Bar position and reading value of the slide potentiometer (to select shape 1 or 2) | 0~127 | 128~255 | ||
Litchi | ||||
Wax apple | ||||
Tomato | ||||
Guava | ||||
Watermelon | ||||
Mango | ||||
Passion fruit | ||||
Cherry | ||||
Pear | ||||
Star fruit | ||||
Orange | ||||
Tangerine | ||||
Strawberry |
Rank No. 1 | Rank No. 2 | Rank No. 3 | Rank No. 4 |
---|---|---|---|
Step No. | Interaction Result Shown on the Screen and Game Control | Explanation of the Players’ Interactions | Involved Devices and Technology | Tasks Completed by the System |
---|---|---|---|---|
1.1 | None | The screen of the projection table | Showing an anthropomorphic orange shape and a progressive bar indicating cloud database downloading | |
1.2 | Choosing a switch button to press | Switch buttons | Entering the gaming process by showing the initialization image | |
1.2 | Judging the correct color according to the fruit displayed on the table screen | Animation projection | Providing three colors for each fruit for the player to choose | |
2.1 | Sliding the potentiometer to change the color of the fruit | Slide potentiometer and animation projection | Processing the color-selecting signal coming from the slide potentiometer | |
2.1 | Stopping sliding the potentiometer when the correct color appears | Slide potentiometer and animation projection | Changing the color of the fruit | |
2.2 | Pressing the switch button to confirm the selected color and turn the fruit shape into an anthropomorphic one | Switch button and animation projection | After the fruit color is confirmed, changing the fruit shape into an anthropomorphic one if the button is long pressed | |
2.4, 3.1, and 3.2 | Changing the anthropomorphic shape by sliding the potentiometer; and popping a fruit slice onto the slingshot by button pushing | Slide potentiometer, switch button, and animation projection | Changing the anthropomorphic shape selected by the player | |
4.1 | Pressing the switch button to start bouncing the fruit slices into the central tray | Switch button and animation projection | Starting the catapult game by bouncing randomly all the fruit slices | |
4.2 | Pressing the switch button to kick any fruit slice into other player’s slingshot | Switch button and animation projection | Carrying out the kicking actions done by the players until no more fruit slices exist in the central tray | |
5.3 | Stopping pressing the switch button when no more fruit slice exists in the central tray | Animation projection | Showing a game-ending image on the table screen |
Software | Hardware |
---|---|
|
|
Usage Context | Animation before Button Pushing | Visual Feedback after Button Pushing | Description |
---|---|---|---|
Entering the game | In the standby state with the initialization image shown on the table screen, press any switch button to enter the game. | ||
Popping fruit slices up into slingshots | After the fruit color is decided, long pressing of the switch button will pop a fruit slice onto the slingshot in the central tray, if the color matching is correct. | ||
Kicking fruit slices into other users’ slingshots | Press the switch button to kick away any incoming fruit slice into others’ slingshots to get scores; if it fails, the user will be out of the game. |
Observation Viewpoint | Major Actions in the Game-Playing Process | |||
---|---|---|---|---|
Fruit Color Adjustment | Anthropomorphic Shape Selection | Playing the Catapult Game | Response to Score Ranking | |
Activity | Select the fruit color by sliding the potentiometer and lock the color by a long press of the switch button where the longer the press, the bigger the fruit. | Change the anthropomorphic shape of the fruit by sliding the potentiometer. | Get scores by kicking fruit slices onto other players’ slingshots by pressing the switch button. | Show the score points with the ranking crown at the end of the game. |
Environment | A public learning classroom where the proposed system was exhibited for invited children to share the game-playing activity in a joyful and pleasant atmosphere. | |||
Interaction | Issue a sound effect if the selected color is wrong; else, enter the next game stage. | Choose a favorite anthropomorphic fruit shape and press the switch button to lock the shape. | Pop out incoming fruit slices to keep them out of one’s own slingshot. | Identify the score points of one’s own side by the color and splendor of the awarded crown. |
Object | Table screen, slide potentiometer, and switch button | Table screen, slide potentiometer, and switch button. | Table screen and switch button. | Table screen. |
User | Multiple players in a “mutual aid” relationship. | Multiple players in a “competing” relationship. |
Major Game-Playing Action | Fruit Color Adjustment | Anthropomorphic Shape Selection | Playing the Catapult Game | Response to Score Ranking |
---|---|---|---|---|
Allocated time in 5 min | 1.6 min | 1.4 min | 1.2 min | 0.8 min |
Emotion Type | Excited | Pleasant | Surprised | Distressed | Frustrated | Nervous |
---|---|---|---|---|---|---|
Symbol |
00.00 | 01.00 | 02.00 | 03.00 | 04.00 | 05.00 | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Time (5 min) | |||||||||||||||||||||||||
Game-Playing Action | Fruit Color Adjustment | Anthropomorphic Shape Selection | Playing the Catapult Game | Response to Score Ranking | |||||||||||||||||||||
C1 | |||||||||||||||||||||||||
C2 | |||||||||||||||||||||||||
C3 | |||||||||||||||||||||||||
C4 | |||||||||||||||||||||||||
C5 | |||||||||||||||||||||||||
C6 | |||||||||||||||||||||||||
. . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . | . . . |
C58 |
Emotion Type | Excited | Pleasant | Surprised | Distressed | Frustrated | Nervous |
---|---|---|---|---|---|---|
Symbol | ||||||
C1 | 7 | 13 | 3 | 2 | 0 | 0 |
C2 | 8 | 7 | 4 | 3 | 0 | 3 |
C3 | 11 | 10 | 4 | 0 | 0 | 0 |
C4 | 4 | 8 | 4 | 2 | 0 | 7 |
C5 | 6 | 14 | 3 | 2 | 0 | 0 |
C6 | 5 | 11 | 8 | 1 | 0 | 0 |
. . . | . . . | . . . | . . . | . . . | . . . | . . . |
C58 | 6 | 8 | 8 | 0 | 0 | 3 |
Sum | 443 | 425 | 264 | 109 | 50 | 151 |
Average | 7.64 | 7.33 | 4.69 | 1.88 | 0.86 | 2.60 |
Aspect | Questions | The Experts’ Opinions |
---|---|---|
Introduction of puzzle games into early childhood education | Why are puzzle games important for early childhood education? |
|
How should the play mode of the puzzle game be planned? |
| |
Adoption of interactive technology and experience activities in early childhood education | What are the effects for learning by engaging children in interactive technology-related experience activities? |
|
How should interactive technology-based experience activities be planned? |
| |
Promotion of young children’s game learning | What do you think about the content of games for young children at this stage? |
|
Do you have any suggestions for designing or modifying the game learning works for young children? |
|
Question | Content | Min. | Max. | Avg. | S. D. | (A) | (B) | (C) | (D) | (E) | (F) |
---|---|---|---|---|---|---|---|---|---|---|---|
Strongly Agree (5) | Agree (4) | No Opinion (3) | Disagree (2) | Strongly Disagree (1) | % of Agreements (F = A + B) | ||||||
Q1 | I can play with switch buttons | 2 | 5 | 4.66 | 0.71 | 77.6% | 13.8% | 6.9% | 0% | 1.7% | 91.4% |
Q2 | I can operate the slide potentiometer precisely | 3 | 5 | 4.72 | 0.61 | 81% | 10.3% | 8.6% | 0% | 0% | 91.3% |
Q3 | I feel that the playtime flies quickly | 3 | 5 | 4.78 | 0.53 | 89.7% | 6.9% | 3.4% | 0% | 0% | 96.6% |
Q4 | When I encounter a difficult problem, I discuss it with my peers | 2 | 5 | 4.26 | 0.94 | 58.6% | 13.8% | 22.4% | 3.4% | 1.7% | 72.4% |
Q5 | When my peers encounter difficulties, I will take the initiative to help | 2 | 5 | 4.43 | 0.95 | 70.7% | 6.9% | 13.8% | 5.2% | 3.4% | 77.6% |
Q6 | After the game, I discuss with my peers the mistakes I encountered during the game-playing process | 2 | 5 | 4.43 | 0.88 | 65.5% | 15.5% | 15.5% | 3.4% | 0% | 81% |
Q7 | I like the way the anthropomorphic fruit moves | 3 | 5 | 4.84 | 0.41 | 86.2% | 12.1% | 1.7% | 0% | 0% | 98.3% |
Q8 | I can easily select a color to match that of the fruit | 3 | 5 | 4.78 | 0.53 | 82.8% | 12.1% | 5.2% | 0% | 0% | 94.9% |
Q9 | After the game, I can remember the color, name, and introduction of the fruit | 2 | 5 | 4.66 | 0.76 | 91.4% | 5.2% | 0% | 3.4% | 0% | 96.6% |
Q10 | I was able to play without guidance | 1 | 5 | 4.31 | 1.09 | 67.2% | 6.9% | 17.2% | 6.9% | 1.7% | 74.1% |
Q11 | I can finish the game on my own | 2 | 5 | 4.60 | 0.81 | 77.6% | 8.6% | 10.3% | 3.4% | 0% | 86.2% |
Q12 | I think the game is simple | 3 | 5 | 4.74 | 0.51 | 77.6% | 19% | 3.4% | 0% | 0% | 96.6% |
Q13 | I can understand the description of the game content | 3 | 5 | 4.76 | 0.47 | 77.6% | 20.7% | 0% | 0% | 1.7 | 98.3% |
Q14 | I can feel that color is the main axis of the game | 3 | 5 | 4.88 | 0.37 | 89.7% | 8.6% | 1.7% | 0% | 0% | 98.3% |
Q15 | I am clear about how I play | 4 | 5 | 4.79 | 0.40 | 79.3% | 20.7% | 0% | 0% | 0% | 100% |
Q16 | I can push out other kinds of fruits from the game I played | 3 | 5 | 4.84 | 0.45 | 87.9% | 8.6% | 3.4% | 0% | 0% | 96.5% |
Q17 | I love the digital images in the game | 4 | 5 | 4.95 | 0.22 | 94.8% | 5.2% | 0% | 0% | 0% | 100% |
Q18 | I love the hands-on operations in the game-play process | 3 | 5 | 4.91 | 0.38 | 94.8% | 1.7% | 3.4% | 0% | 0% | 96.5% |
Q19 | I prefer to play with friends because I have played interactive games | 3 | 5 | 4.88 | 0.42 | 91.4% | 5.2% | 3.4% | 0% | 0% | 96.6% |
KMO Measure of Sampling Adequacy | 0.765 | |
---|---|---|
Bartlett’s Test of Sphericity | Approx. chi-square | 564.617 |
Degree of freedom | 171 | |
Significance | 0.000 |
Question | Factor 1 | Factor 2 | Factor 3 | Factor 4 | Factor 5 |
---|---|---|---|---|---|
Q5 | 0.843 | 0.334 | 0.083 | 0.125 | 0.135 |
Q6 | 0.823 | 0.012 | 0.129 | 0.139 | −0.076 |
Q10 | 0.707 | 0.080 | 0.350 | 0.140 | −0.018 |
Q4 | 0.663 | 0.266 | 0.030 | −0.228 | 0.356 |
Q12 | 0.504 | −0.111 | 0.477 | 0.396 | 0.087 |
Q18 | 0.086 | 0.838 | 0.218 | 0.242 | 0.201 |
Q17 | 0.059 | 0.806 | 0.060 | 0.234 | 0.120 |
Q19 | 0.155 | 0.662 | 0.374 | 0.088 | 0.024 |
Q8 | 0.364 | 0.504 | 0.217 | 0.349 | 0.088 |
Q13 | 0.274 | 0.266 | 0.780 | −0.027 | −0.222 |
Q15 | 0.079 | 0.189 | 0.747 | 0.161 | 0.315 |
Q14 | 0.071 | 0.165 | 0.612 | 0.595 | 0.138 |
Q7 | 0.336 | 0.358 | 0.517 | −0.147 | 0.178 |
Q9 | −0.084 | 0.117 | 0.184 | 0.714 | 0.184 |
Q11 | 0.209 | 0.298 | −0.078 | 0.652 | 0.078 |
Q3 | 0.167 | 0.431 | −0.030 | 0.560 | −0.091 |
Q1 | 0.354 | 0.041 | 0.341 | 0.052 | 0.718 |
Q2 | 0.338 | 0.112 | 0.042 | 0.394 | 0.697 |
Q16 | −0.179 | 0.128 | −0.029 | 0.033 | 0.671 |
Latent Dimension (Scale) | Label | Question |
---|---|---|
(1) Social development | Q5 | When my peers encounter difficulties, I will take the initiative to help |
Q6 | After the game, I discuss with my peers the mistakes I encountered during the game-playing process | |
Q10 | I was able to play without guidance | |
Q4 | After the game, I discuss with my peers the mistakes I encountered during the game-playing process | |
Q12 | I think the game is simple | |
(2) Affective cognition | Q18 | I love the hands-on operations in the game-playing process |
Q17 | I love the digital images in the game | |
Q19 | I prefer to play with friends because I have played interactive games | |
Q8 | I think the game is simple | |
(3) Information communication | Q13 | I can understand the description of the game content |
Q15 | I am clear about how I play | |
Q14 | I can feel that color is the main axis of the game | |
Q7 | I can finish the game on my own | |
(4) Organizational thinking | Q9 | After the game, I can remember the color, name, and introduction of the fruit |
Q11 | I can finish the game on my own | |
Q3 | I feel that the playtime flies quickly | |
(5) Interactive experience | Q1 | I can play with switch buttons |
Q2 | I can operate the slide potentiometer precisely | |
Q16 | I can push out other kinds of fruits from the game I played |
Latent Dimension (Scale) | No. of Questions | Cronbach’s Alpha Value |
---|---|---|
| 5 | 0.824 |
| 4 | 0.778 |
| 4 | 0.765 |
| 3 | 0.580 |
| 3 | 0.666 |
Overall | 19 | 0.871 |
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Wang, C.-M.; Lee, B.-T.; Lo, T.-Y. The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques. Sustainability 2023, 15, 3036. https://doi.org/10.3390/su15043036
Wang C-M, Lee B-T, Lo T-Y. The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques. Sustainability. 2023; 15(4):3036. https://doi.org/10.3390/su15043036
Chicago/Turabian StyleWang, Chao-Ming, Bo-Ting Lee, and Ting-Yun Lo. 2023. "The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques" Sustainability 15, no. 4: 3036. https://doi.org/10.3390/su15043036
APA StyleWang, C. -M., Lee, B. -T., & Lo, T. -Y. (2023). The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques. Sustainability, 15(4), 3036. https://doi.org/10.3390/su15043036