skip to main content
10.1145/2516775.2516804acmotherconferencesArticle/Chapter ViewAbstractPublication PagescompsystechConference Proceedingsconference-collections
research-article

NFC-based pervasive learning service for children

Published:28 June 2013Publication History

ABSTRACT

In this paper we present the design, development and implementation of the pervasive learning system for children. The required hardware is a Near Field Communication (NFC)-enabled mobile phone with built-in accelerometer. Trainers (teachers or parents) describe the objects from the learning environment through their voice and associate this voice-based description to a specific object by using the radio frequency identification (RFID) tags. They are able to sync their audio recordings, to share and re-associate with their own RFID tags (clone) audio recordings of other trainers through Google App Engine cloud environment. Children can later use the service to scan surrounding augmented objects and verbalize their identity and characteristics. The service allows the development of a variety of learning scenarios, such as getting started with the colors, letters and numbers, shape recognition, recognition of objects from learning environment, learning foreign languages, and many others. Interaction between children and objects from learning environment should be simple and intuitive. To meet this goal for invisible computing, we simulate human-human interaction than use well known human-computer interaction models. We use a tangible user interface (TUI) based on following interaction techniques: touch, gesture recognition, natural voice-based output. Preliminary results show that the service can be used easily by young children, thanks to its tangible interface that is simple, easy to use, useful, accessible and invisible to technology.

References

  1. Price, S. Tangibles: Technologies and interaction for learning, in Sage Handbook of Digital Technology Research, Chapter 20, 2013.Google ScholarGoogle Scholar
  2. Marshall, P., Y. Rogers, E. Hornecker, Are tangible interfaces really any better than other kinds of interfaces? In: CHI'07 workshop on Tangible User Interfaces in Context & Theory, 2007.Google ScholarGoogle Scholar
  3. Xu, D., Tangible User Interface for Children - An Overview, Proceedings of the SIXTH Conference in the Department of Computing, pp. 579--584, 2005.Google ScholarGoogle Scholar
  4. Zaman, B. et al., Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation, Journal Personal and Ubiquitous Computing, vol. 16 (4), pp. 367--378, 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Lam, J., J. Yau, S. K. S. Cheung, A Review of Mobile Learning in the Mobile Age, Lecture Notes in Computer Science, Springer Berlin Heidelberg, vol. 6248, pp. 306--315, 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Tsung-Yu, L., T. Tan-Hsu, C. Yu-Ling, Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment, International Forum of Educational Technology & Society, vol. 12 (4), pp. 161--175, 2009.Google ScholarGoogle Scholar
  7. Pyykkönen, M., J. Riekki, I. Alakärppä, I. Sanchez, M. Cortes, S. Saukkonen, Designing Tangible User Interfaces for NFC Phones, Journal Advances in Human-Computer Interaction, Vol. 2012, pp. 1--12, 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Sánchez, I, M. Cortés, M. Cortés, J. Riekki, M. Oja, NFC-based interactive learning environments for children, Proceedings of the 10th International Conference on Interaction Design and Children, pp. 205--208, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Mandula, K., S. R. Meda, D. K. Jain, R. Kambham, Implementation of Ubiquitous Learning System Using Sensor Technologies, IEEE International Conference on Technology for Education (T4E), pp. 142, 148, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Vazquez-Briseno M. et al., Using RFID/NFC and QR-Code in Mobile Phones to Link the Physical and the Digital World, Journal Interactive Multimedia, InTech, pp. 219--242, 2012.Google ScholarGoogle Scholar
  11. Terrenghi, L., M. Kranz, P. Holleis, A. Schmidt, A cube to learn: a tangible user interface for the design of a learning appliance. Journal Personal and Ubiquitous Computing, vol. 10 (2--3), pp. 153--158, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  1. NFC-based pervasive learning service for children

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      CompSysTech '13: Proceedings of the 14th International Conference on Computer Systems and Technologies
      June 2013
      365 pages
      ISBN:9781450320214
      DOI:10.1145/2516775

      Copyright © 2013 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 June 2013

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      CompSysTech '13 Paper Acceptance Rate42of89submissions,47%Overall Acceptance Rate241of492submissions,49%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader