Leveraging IoT to Address Separation Anxiety in Preschoolers: A Techno-Psychological Approach
Abstract
:1. Introduction
2. Background and Related Works
2.1. Non-Technical Interventions for SAD
2.2. Mediated Social Touch: Huggable and Non-Huggable Interfaces
2.3. Game-Based Training
- -
- Developing a mediated social touch solution, the Latif Teddy Bear huggable interface, which produces heat, activates a speaker, and allows children to engage in color play. Parents can control this teddy bear remotely using a special application. The aim of this interface is to help children feel more comfortable and positively affect their adaptability and separation anxiety probability;
- -
- Developing a game-based application in Arabic that specifically targets the adaptability of children in kindergarten.
3. Materials and Methods
3.1. Technological Support of the Study
- Android Studio: Android Studio is an Integrated Development Environment (IDE) used for Android app development. It is based on IntelliJ IDEA [46] and allows developers to create Android apps using the Java programming language [47]. Android Studio also supports Firebase which is crucial for real-time data processing and enables us to receive parent’s actions and remotely activate the speaker, lights, and heater on our huggable interface (Latif) simultaneously;
- Arduino: The Arduino Integrated Development Environment (IDE) is an open-source electronics platform that supports C and C++ programming languages [48]. It allows developers to upload programs to Arduino hardware [49]. Over time, the Arduino board has evolved to meet new requirements, from simple 8-bit boards to products that can be used with the Internet of Things, wearable sensors, and even 3D printing [48];
- Unity 3D: Unity 3D [50] is a popular game engine that allows developers to create both 2D and 3D games. It supports the C# programming language and provides powerful animation tools for developers to animate various game elements. Being a cross-platform tool means that games developed using Unity can be displayed on any platform.
3.2. Building the Latif Huggable Interface and Its Application
3.2.1. Overview
3.2.2. Apparatus
3.2.3. Development Steps
3.3. Game Design and Development
3.3.1. Design Considerations for Developing Applications for Children
3.3.2. Game Interfaces and Features
Story 1: Latif Fears
Story 2: Latif Meets New Friends
Story 3: Latif Meets His Teacher
Story 4: Latif in the Play Yard
3.4. Experimental Study
3.4.1. Purpose
3.4.2. Recruitment
3.4.3. Measures
3.4.4. Experimental Procedure
4. Analysis and Results
4.1. Pre-Questionnaire Analysis
4.2. Measure 1: Child Emotional Appearance
4.3. Measure 2: Child Heartbeat Rate
4.4. Measure 3: Child Condition before the Experiment and the Effects on the Child after the Experiment:
5. Discussion
5.1. Principal Findings
5.2. Limitations and Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Study | Objective | Participants | Methodology | Results |
---|---|---|---|---|
[14] | To investigate parents’ beliefs about their children’s anxiety disorder. | 94 German-speaking children who have a separation anxiety disorder. | Deep research to determine the relationship between children who have separation anxiety disorder and their parents’ beliefs. | The parent has lower parenting self-efficacy and satisfaction. |
[15] | To answer the research question that focused on specifying the best strategies to deal with separation anxiety in preschoolers in Chitungwiza daycare centers. | 39 preschool caregivers from 21 daycare centers. | Questionnaires. | 16% of caregivers confirmed that showing acceptance of preschoolers with separation anxiety would reflect a positive feeling while 15% of them said that toys were the most helpful strategy. Role-playing took 8% between strategies and storytelling took 3%. Finally, 45% of caregivers said that all strategies were helpful. |
[17] | To confirm the hypothesis based on children’s reaction to separation pictures. | 39 girls and 35 boys aged 4.5. | Separation anxiety test during separation moments and telling a story to a child to let him/her express his/her feelings (happy, sad, lonely, angry). | The results showed the ability of 4.5-year-old children to understand the stories and label emotions accurately. |
[18] | To evaluate the effectiveness of group play therapy on children who have a separation anxiety disorder. | 20 children aged between 7 and 9. | Group play therapy. | The results confirmed the ability of group play therapy to have a significant effect on reducing children’s separation anxiety. |
[19] | To investigate the efficacy of interventions for children who have a separation anxiety disorder. | Children aged between 4 to 8 years. | Tailoring parent–child interaction therapy (PCIT) for children with separation anxiety disorder. | Teaching anxious parents to be positive and easy during their reactions with their children would have a great impact on children. |
[20] | To highlight the excessive need for interventions, especially with young children. | Children from 4 to 8 years, the mean age was 6.2 years. | Modified parent–children interaction therapy PCIT. | The modified PCIT would help parents to change and improve their interaction with children. Also, anxious parents would learn how to reduce control on their children’s play, which would help anxious children in the end. |
[21] | To handle children who refuse school. | 34 children aged 5 to 15 years. | Applying cognitive behavioral treatment (CBT) for four weeks. | Cognitive behavioral treatment gave efficient and acceptable results. |
[22] | To evaluate the effectiveness of CBT in the long term. | 52 children aged between 14 to 21. The treatment was applied on an average of 6.17 years earlier. | Applied treatment on 12 sessions. Each session was between 60 to 80 min and was conducted by five clinical psychologists. | 85.7% of participants no longer had any anxiety disorder criteria which confirmed the efficiency of CBT on long-term follow-up. |
Study | Objective | Target Audience | Technology | Physical Design | Results |
---|---|---|---|---|---|
[24] | Investigate the effect of combining touch and vision on people’s actions and responses. | Adults. | Not huggable interface. | Screen with sensor. | The participants in this experiment demonstrated more physiological arousal and felt a greater sense of telepresence and similarity to real touch. |
[25] | Investigate missing touch and a real sense in hugging actions in electronic games with another player. | Adults. | Wearable device. | Similar to hand shape. | HapriHug proved its efficiency in making participants more relaxed by increasing their feeling of a hug. |
[26] | Achieve hugging communication between children and their parents remotely. | Parents and children aged between 5–35. | Wearable device. | T-shirt. | By using this pajama, the child felt virtually hugged by his parent. |
[27] | Reduce stress levels. | Adults. | Huggable interface. | Cushion. | Participants felt real touch while sending messages by hugging the cushion and reported a stronger feeling of social connectedness. |
[28] | Provide an opportunity to establish close relationships between young people and to spread love. | Young adults aged between 18–22. | Huggable interface. | Hugvie doll. | Using Hugvie enhanced the presence of the second person and increased the feeling of being loved by the other person. |
[29] | Improve the memory of special needs students as they listen to recorded information. | Children aged between 6–11 years. | Huggable interface. | Hugvie doll. | Hugvie improved the scores of memory tests about information provided by teachers to their students. |
[30] | Enhance the trust between players during conversation games. | Young adults aged 20. | Huggable interface. | Hugvie doll. | Hugvie was effective in enhancing trust between players during conversation games. |
[31] | Improve impressions about hearsay information of a third person during remote communication. | Young adults aged 22. | Huggable interface. | Hugvie doll. | Hugvie reduced negative inferences about the third person during the call. |
[32] | Design a social robot that can work in a home environment to help people in their daily life. | Adults. | Huggable interface. | Pepita robot. | Pepita’s simple appearance without arms was acceptable due to its ability to sense and convey affective expressions but improving its appearance to resemble more familiar huggable objects, such as animals or cushions, would be beneficial. |
[33] | Investigate the impact of embodiment on promoting socio-emotional interactions among young children and determine which is the most effective in improving children’s wellbeing in hospitals: teddy bear plush, a virtual agent, or a social robot. | Children aged between 3–10 years. | Huggable interfaces. | Teddy bear plush, a virtual agent, and a social robot. | A teddy bear can help children participate in social interactions and increase their feeling of comfort while hugging it. |
[34] | Investigate whether children under five years can react to real–virtual coupling with a tangible doll. | Children aged between 10 months–3.5 years. | Huggable interface. | Doll called Lali. | Preschoolers above three years enjoyed playing with the doll. |
[35] | Enhance children–parent communication in the case of a parent traveling. | Parents and children aged 4–6 years. | Huggable interface. | Teddy bear. | Children could not comprehend the symbolic interaction if the device used was too technical. |
[36] | Explores the potential of haptic technology as a non-pharmacological intervention for anxiety. | Adults (129). | Huggable haptic interface. | Cushion. | The breathing cushion interface is an efficient substitute for practicing mindful breathing techniques in reducing anxiety. |
Study | Objective | Target Audience | Results |
---|---|---|---|
[38] | Use interactive game-based learning to improve children’s cognitive and body movement. | Preschoolers with an average age of 5.5 years. | The results confirmed the hypothesis whereby the group who used this game had a better learning performance and motor skills than the group who did not use this game. |
[39] | Improve language learning for preschoolers in Tanzania. | Preschoolers aged 3–6 years. | The developed system improved the children’s alphabetical sound articulation. |
[40] | Diagnose neurological disorders and detect high risk for developing dyslexia in preschoolers. | 20 children (15 girls and 5 boys) of one kindergarten class. | The children liked this game compared to traditional tests. |
[41] | Manage children’s dental anxiety. | Arabic-speaking children between 7 to 10 years old. | A feasibility study with 16 children showed a decrease in dental anxiety levels after using the system. |
[42] | Compare Kodu, Unity 3D, and Construct 2 game platforms to determine which one is suitable for counting and to solve mathematics anxiety in preschoolers. | Preschoolers. | Kodu and Unity 3D were more suitable for games based on 3D environments. |
[43] | Handle and reduce media-induced anxiety in children. | Preschoolers with an average age of 4.74 years. | This game did not achieve what was expected because there were some falsified data in the questionnaire filled out by the children’s parents. |
[44] | Evaluate the effectiveness of 3D educational computer games on students’ test anxiety and exam performance and compare the results with traditional methods. | Tertiary education students. | When the game-based application method was used, the exam performance of the students was significantly better. |
[45] | Investigate whether anxiety levels affect the learning and gaming performance of learners in the context of digital game-based learning. | Children aged 11–12 years. | The results showed that digital game-based learning would be beneficial for learners who have high anxiety levels and could improve their gaming and learning performance. |
Component | Description |
---|---|
ESP32 Controller | The ESP32 controller is a processing unit responsible for receiving commands from the Android app via the internet and Firebase database. It controls the LEDs and heater as per the received commands. It downloads the audio file from Firebase database to its internal flash memory and transfers the audio to the speaker through an amplifier. |
Relay Board, Heater, and Power Bank (Component #1 in Figure 1) | The relay board, heater, and power bank work together to turn the heater on or off. The D21 output pin of the ESP32 is connected to the input pin (in2) of the relay board. The relay board is controlled by the ESP32 to connect the heater to the power bank to turn it on and to disconnect it to turn it off. The power bank provides the heater with the necessary electric supply. |
Breadboard and TIP120 Transistor (Component #2 in Figure 1) | The breadboard and TIP120 transistor are used to build and test circuits quickly before finalizing any circuit design. We used three TIP120 Darlington transistors as switching elements for LEDs. The D2, D4, and D5 output pins of the ESP32 are used to control the LEDs through a transistor. Any GPIO of the ESP32 can be used for this task but we selected D2, D4, and D5 GPIO of the ESP32. |
Amplifier and Speaker (Component #3 in Figure 1) | The MAX98357A I2S 3W class D amplifier board and speaker are used for audio output. The audio file is downloaded from the Firebase database to the internal flash memory of the ESP32. The downloaded audio file is then transferred to the amplifier board through the I2S protocol which in turn transfers the audio to the speaker. |
Psychological Need | Mechanism | Game Design Element |
---|---|---|
Need for competence | Cumulative feedback | Badges |
Need for social relatedness | Sense of relevance | Teammates |
Shared goal | Meaningful stories |
Category | Guidelines |
Layout [58,60] |
|
Navigation [58,60] |
|
Colors [58] |
|
Text [58] |
|
Responsiveness [60] |
|
Games [60] |
|
Interaction [58,60] |
|
Focus Group 1 | Focus Group 2 | Focus Group 3 | |
---|---|---|---|
Ages | 3–5 years | 3–5 years | 3–5 years |
Number | 8 | 8 | 8 |
Technology used | Latif huggable interface. | Game-based application. | Both the Latif huggable interface and game-based application. |
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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Alabduljabbar, R.; Alsakran, R. Leveraging IoT to Address Separation Anxiety in Preschoolers: A Techno-Psychological Approach. Electronics 2023, 12, 3479. https://doi.org/10.3390/electronics12163479
Alabduljabbar R, Alsakran R. Leveraging IoT to Address Separation Anxiety in Preschoolers: A Techno-Psychological Approach. Electronics. 2023; 12(16):3479. https://doi.org/10.3390/electronics12163479
Chicago/Turabian StyleAlabduljabbar, Reham, and Raseel Alsakran. 2023. "Leveraging IoT to Address Separation Anxiety in Preschoolers: A Techno-Psychological Approach" Electronics 12, no. 16: 3479. https://doi.org/10.3390/electronics12163479
APA StyleAlabduljabbar, R., & Alsakran, R. (2023). Leveraging IoT to Address Separation Anxiety in Preschoolers: A Techno-Psychological Approach. Electronics, 12(16), 3479. https://doi.org/10.3390/electronics12163479