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dc.contributor.authorSemasinghe, L.S-
dc.contributor.authorHettiarachchi, T. C-
dc.contributor.authorde Silva, R-
dc.contributor.authorLokuliyana, S-
dc.date.accessioned2023-02-09T03:32:21Z-
dc.date.available2023-02-09T03:32:21Z-
dc.date.issued2022-12-26-
dc.identifier.citationT. Cholitha Hettiarachchi, L. Sathyajith Semasinghe, R. de Silva, S. Lokuliyana, N. Gamage and M. Ratnasuriya, "A Tangible E-Learning Solution for Early Childhood Development," 2022 13th International Conference on Computing Communication and Networking Technologies (ICCCNT), Kharagpur, India, 2022, pp. 1-7, doi: 10.1109/ICCCNT54827.2022.9984281.en_US
dc.identifier.isbn978-1-6654-5262-5-
dc.identifier.urihttps://rda.sliit.lk/handle/123456789/3240-
dc.description.abstractExploration and manipulation of physical objects are essential for early childhood learning. TangiGuru is an e-Learning platform that allows children to engage with real-world physical objects to provide that essential experience within an e-Learning application. 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. With the initial observations of how children interact with computers, laptops, and mobile devices, the goal is to provide a playful interface for children by taking the approach to embedding and integrating technology into the children’s daily activities. 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.en_US
dc.language.isoenen_US
dc.publisherIEEEen_US
dc.relation.ispartofseries2022 13th International Conference on Computing Communication and Networking Technologies (ICCCNT);-
dc.subjectTangible E-Learningen_US
dc.subjectE-Learning Solutionen_US
dc.subjectEarly Childhooden_US
dc.subjectChildhood Developmenten_US
dc.titleA Tangible E-Learning Solution for Early Childhood Developmenten_US
dc.typeArticleen_US
dc.identifier.doi10.1109/ICCCNT54827.2022.9984281en_US
Appears in Collections:4th International Conference on Advancements in Computing (ICAC) | 2022
Department of Computer Systems Engineering
Research Papers - Dept of Computer Systems Engineering
Research Papers - IEEE
Research Papers - SLIIT Staff Publications

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