Abstract
A virtual system for teaching - learning is presented using a haptic device, to improve the skills in children in initial education. Two interactive games were created using Unity 3D software. The first allows identifying the primary colors and notions of space. The second identifies the geometric figures as circle, triangle, square and rectangle. Both games has visual, auditory and strength feedback, which allows performing the tasks correctly. The outcomes allow evaluating the children learning process in initial education in a qualitative way by a educator.
Access provided by CONRICYT-eBooks. Download conference paper PDF
Similar content being viewed by others
Keywords
1 Introduction
This template, modified in MS Word 2003 and saved as “Word 97-2003 & 6.0/95 – RTF” for the PC, provides authors with most of the formatting specifications needed for preparing electronic versions of their papers. All standard paper components have been specified for three reasons: (1) ease of use when formatting individual papers, (2) automatic compliance to electronic requirements that facilitate the concurrent or later production of electronic products, and (3) conformity of style throughout a conference proceeding. Margins, column widths, line spacing, and type styles are built-in; examples of the type styles are provided throughout this document and are identified in italic type, within parentheses, following the example. Some components, such as multi-leveled equations, graphics, and tables are not prescribed, although the various table text styles are provided. The formatter will need to create these components, incorporating the applicable criteria that follow.
The learning in childhood is the base of educational development. Studies show that human intelligence can be greatly increased if it is stimulated early at home and school. Nowadays, the new technologies could help a lot in education; unfortunately, early childhood does not have the enough researching [1]. A complete education is more useful when it is a commitment of all members, especially teachers, who must structure each process [2] and organize the study groups correctly [3]. This is possible when the child has the resources and the support enough from the family to develop as expected. Many factors influence learning like family, society, nutrition and cognitive abilities [4]. A little-known fact that affects the children development is the learning trouble, when child does not progress in the way expected. According to studies carried out by UNICEF in Ecuador, it is said that the main problems in children learning are “attention deficit, difficulty of compression and low level of reasoning” [5]. Nevertheless, problems related to learning are not always linked to a low intellectual capacity. These problems can differ in specific abilities like reading, writing or calculation deficits [6].
The teaching-learning process in scholar centers in the country is based on an Initial Education Curriculum, which considers interculturality in equal learning opportunities [7]. The contributions mainly of Vigotsky are taken into consideration in the curricular design issued by the Ministry of National Education in Ecuador, where learning in boys and girls is both a process and a product. “Consider that learning promotes the development and establishes that teaching always anticipates learning” [8]. Game is the methodological principle that stands out. This essential activity in children involves them in a general way, also stimulates the development and learning in all areas [7].
Games encourage children to be active, relate to society and the environment that surrounds them when comparing knowledge with objects of daily life. When children play, they explore and experiment safely. While they are learning about the environment, they solve problems and acquire new skills [9].
The existence of new alternatives for teaching must be constantly considered. Technology advances can’t be ignore because they can contribute to the improvement and update of education. Several years ago, countries seek to introduce new technologies in education [10,11,12,13,14,15].
Computer is a very versatile tool in the teaching-learning process, it has advantages and disadvantages and these have been analyzed in education [16]. Computers advantages are a lot, to mention a few: computers can work with virtual reality, augmented reality, create 3D environments and work together with other devices to give sensations to users. This makes it a very useful even for education of people with special abilities.
Virtual Reality (VR) allows creating realistic and dynamic images along with diverse sensory information like hearing and touch. This fact allows the user to interact within the virtual 3D model [9]. In recent years, the field of Virtual Reality application has extended from entertainment to interactive teaching for engineering or medical training [17, 18]. In addition, it has been possible to encourage learning and convert it from a routine teaching process to a fun activity. This process showing that it is helpful when delivering knowledge in any subject [19]. A research includes virtual reality in games with a dynamic interface in a multi-touch panel, where child can make drawings and identify figures. These techniques are entertaining and they have had good outcomes in children [20,21,22].
When virtual reality works with haptic devices allows the child to touch, feel, manipulate and remodel virtual objects. Through haptic feedback the user feels the geometry, texture, smoothness, vibrations of objects [25]. Thus it can achieve a greater concentration of the infant and reinforce the knowledge acquired [23]. The results are satisfactory like the improving of handwriting in children of five years. Through using a haptic device combined with a virtual reality, software allows children to practice and improve calligraphy in an early age [24]. An entertaining tool is helpful in learning when leaves the typical teaching methodology. User is completely immersed in a virtual world and face situations based on real cases with the certainty that he maintains his personal security. User can apply for increase their knowledge in a shorter time [25].
In this context, a 3D virtual reality application is presented that complements the teaching-learning process in children in early childhood education. A haptic device that obtains the movement generated by child builds the system. This fact allows evaluating skills, notions and knowledge of the user.
2 Ease of Use
This chapter exposes the different stages of the virtual system; in Fig. 1 each one is indicated in a block diagram.
2.1 Input Peripherals
In order to get the input data in the system, a haptic device called Geomagic Touch is used. This device has digital encoders inside, which allows getting the variables of user movement like position and angles while traveling in a virtual environment.
2.2 Scripts Development
The administration of the inputs and outputs are handled by the scripts made in Visual Studio with C# language. Scripts execute several functions in the virtual environment according to the data that is received through the input peripherals. Data is interpreted with the support of the libraries in C#. The handling of the information is illustrated in the flow diagram of Fig. 2.
In general, the different environments follow the same sequence for interaction with virtual objects. Programming the scripts the information is stored for the number of times that both the correct and incorrect options have been selected. The auditory feedback allows the user to perform properly in the virtual environment, as well as the response to a hit or a failure. The forces feedback provides sensations that simulate the management of real objects (Fig. 3).
2.3 Design of Environments in Unity3D
The environments are designed with several virtual objects, which are created based on images or obtained directly from the Unity3D Asset Store. Virtual objects are assigned with a set of properties like animations, rigidity, weight and audio. These features belong to Unity libraries and provide a better experience for the user when operating the virtual environment. Features can also be managed from a script, where the programming is done according to the task that wants to be executed. This script is associated to a virtual object with the sequences of orders and tasks to be executed in the system.
3 Use of the System
In the main screen a menu is displayed which allows choosing the game according to the level of knowledge that the user is. Figure 4 presents the main menu of the system.
Level 1 is a virtual interface that has an introduction of the primary colors. Then the user chooses the color from the elements that appear randomly and places them according to the objective organized by the notions of space. The indications are provided by an audio (primary colors and notions of space are reinforced). The system provides a force feedback when a virtual object collides with another. In addition, the audio indicates when the task was completed (Fig. 5).
Level 2 provides a introduction of the geometric figures. This interface shows a landscape with objects that can be related to the geometric figures (door-rectangle, ball-circle). User must select the element according to the indications given by audio. The elements are hidden as long as their selection is correct (Fig. 6).
4 Test and Results
4.1 Test
This process must be carried out under the supervision of an educator or kindergarten teacher. This person evaluates the child’s performance. The game starts by presenting the menu with the two levels. When the first level starts child can listen and see a presentation about the primary colors, once this is done, the first instruction is indicated by selecting a color (Fig. 7(a)).
If the chosen color does not correspond to the order, the system sends an audio response indicating that the option is not correct, as soon as the correct color is selected, a silhouette of an object located in the interface is colored (Fig. 7(b)).
The following instructions give the place where object should be located by taking the object with the cursor. The child can feel the weight that has the object due to the forces feedback of the haptic device (Fig. 7(c), (d)).
In the second level, the main geometric figures are presented as an introduction (Fig. 8(a), (b)). Next, the child listens to the first instruction and selects the figures according to the specified form. In the previous level, the audio response indicates when the selected object is incorrect or correct; the objects disappear from the environment when they are selected (Fig. 8(c), (d)).
4.2 Results
The table of results for level 1 and 2 is presented in Figs. 9 and 10, respectively. The respective successes and failures to the concepts of special notion, primary colors and geometrical figures are shown.
The evaluation is carried out qualitatively with parameters A, EP and I. Where A represents “Acquired”, which means that the child has the necessary knowledge in the subject. EP “In Process”, is equivalent to a regular performance of the student. It has bases in the topics discussed, but is still learning. I corresponds to “Insufficient”, and indicates that the child does not have the knowledge enough or has difficulty in learning.
5 Conclusions
The design of the environments is attractive for children in early childhood education: These allows them to focus their attention on the system. Teaching through interactive games let capturing and learning faster the topics. The use of objects that can be found in real life helps them to associate what they have learned. The use of Geomagic Touch as a haptic device provides a better experience with the environment. The use of force feedback gives the child the feeling of managing a real environment.
This system helps to complement and evaluate basic topics that are taught in the classrooms. It allows the educator to encourage the child’s interest in learning and provides the evaluation of the student’s performance in qualitative assessments. The development of new environments to cover the different subjects of teaching in initial education will help to complement the development of cognitive and psycho-motor skills. The system represents a support for the teachers.
References
Ankshear, C., Knobel, M.: New technologies in early childhood literacy research: a review of research. J. Early Child. Lit. 3, 59–81 (2003)
Skaalvik, E., Skaalvik, S.: Teachers’ perceptions of the school goal structure: relations with teachers’ goal orientations, work engagement, and job satisfaction. Int. J. Educ. Res. 62, 199–209 (2013)
Blatchford, P., Kutnick, P., Baines, E.: Toward a social pedagogy of classroom group work. Int. J. Educ. Res. 39, 153–172 (2003)
Méndez, R.: Investigación y Planificación Para El Diseño De Un Aula De Apoyo Psicopedagógico y Aporte De La Misma Al Desarrollo y Seguridad De La Educación De Niños Con Dificultades De Aprendizaje (Tesis de Maestría), Instituto de Altos Estudios Nacionales, Quito (2003)
Briones, M.: Guía metodológica correctiva integral neuropsicológica para dificultades específicas de lectura y escritura en niños/as de 3.er año de educación básica del Colegio Experimental El Sauce de Tumbaco (Tesis de Pregrado), Universidad Politécnica Salesiana, Quito (2013)
Muñoz, X.: Representaciones y actitudes del profesorado frente a la integración de Niños/as con Necesidades Educativas Especiales al aula común. Rev. Latinoam. Educ. Inclusiva 3, 25–35 (2008)
Guía metodológica para la implementación del currículo de educación inicial, pp. 7–15. Ministerio de Educación del Ecuador, Quito (2015)
Currículo de educación inicial 2014, pp. 12–16. Ministerio de Educación del Ecuador, Quito (2014)
Satava, R.: Virtual reality: current uses in medical simulation and future opportunities & medical technologies that VR can exploit in education and training. Proc. University of Washington Medical Center, USA, March 2013
Vahtivuori-Hänninen, S., Halinen, I., Niemi, H., Lavonen, J., Lipponen, L.: A new finnish national core curriculum for basic education (2014) and technology as an integrated tool for learning. In: Niemi, H., Multisilta, J., Lipponen, L., Vivitsou, M. (eds.) Finnish Innovations and Technologies in Schools, pp. 21–32. Sense Publishers (2014)
Martínez, E.V., Villacorta, C.S.J.: Spanish policies on new technologies in education. In: Plomp, T., Anderson, R.E., Kontogiannopoulou-Polydorides, G. (eds.) Cross National Policies and Practices on Computers in Education. Technology-Based Education Series, vol. 1, pp. 397–412. Springer, Dordrecht (1996)
Wall, K., Higgins, S., Smith, H.: The visual helps me understand the complicated things’: pupil views of teaching and learning with interactive whiteboards. Br. J. Educ. Technol. 36, 851–867 (2005)
Mar, N.Y.: Utilizing information and communication technologies to achieve lifelong education for all: a case study of Myanmar. Educ. Res. Policy Pract. 3, 141–166 (2004)
Selwyn, N., Bullon, K.: Primary school children’s use of ICT. Br. J. Educ. Technol. 31, 321–332 (2000)
Peltenburg, M., Van Den Heuvel-Panhuizen, M., Doig, B.: Mathematical power of special-needs pupils: an ICT-based dynamic assessment format to reveal weak pupils learning potential. Br. J. Educ. Technol. 40, 273–284 (2009)
Mangen, A., Walgermo, B., Bronnick, K.: Reading linear texts on paper versus computer screen: effects on reading comprehension. Int. J. Educ. Res. 58, 61–68 (2013)
Dinis, F.M., Guimarães, A.S., Carvalho, B.R., Martins, J.P.P.: Development of virtual reality game-based interfaces for civil engineering education. In: 2017 IEEE Global Engineering Education Conference (EDUCON), pp. 1195–1202. IEEE, April 2017
Elliman, J., Loizou, M., Loizides, F.: Virtual reality simulation training for student nurse education. In: 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–2. IEEE, September 2016
Zhang, K., Liu, S.J.: The application of virtual reality technology in physical education teaching and training. In: 2016 IEEE International Conference on Service Operations and Logistics, and Informatics (SOLI), pp. 245–248. IEEE, July 2016
Yu, X., Zhang, M., Xue, Y., Zhu, Z.: An exploration of developing multi-touch virtual learning tools for young children. In: 2010 2nd International Conference on Education Technology and Computer (ICETC), vol. 3, pp. V3–V4. IEEE, June 2010
Chaney, C.: Language development, metalinguistic skills, and print awareness in 3-year-old children. Appl. Psycholinguist. 13, 485–514 (1992)
Clements, D., Swaminathan, S., Zeitler, M., Sarama, J.: Young children’s concepts of shape. J. Res. Math. Educ. 30(2), 192–212 (1999)
Merwan, A., Maud, M., Adrian, G., Hiroyuqui, K.: FlexiFingers: multi-finger interaction in VR combining passive haptics and pseudo-haptics. In: IEEE Symposium on 3D User Interfaces (3DUI)/Los Angeles, CA, USA, pp. 103–106, March 2017
Palluel-Germain, R., Bara, F., De Boisferon, A.H., Hennion, B., Gouagout, P., Gentaz, E.: A visuo-haptic device-telemaque-increases kindergarten children’s handwriting acquisition. In: Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, World Haptics 2007, pp. 72–77. IEEE, March 2007
Ahonen, T., O’Reilly, J.: Convergence of Broadband Internet, Virtual Reality and the Intelligent Home, Digital Korea, pp. 37–54 (2007)
Acknowledgment
We acknowledge to “Universidad de las Fuerzas Armadas ESPE” by financing fund the research project 2016-PIC-0017.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Pilatásig, M. et al. (2018). Teaching-Learning System Using Virtual Reality and Haptic Device to Improve Skills in Children of Initial Education. In: Rocha, Á., Guarda, T. (eds) Developments and Advances in Defense and Security. MICRADS 2018. Smart Innovation, Systems and Technologies, vol 94. Springer, Cham. https://doi.org/10.1007/978-3-319-78605-6_26
Download citation
DOI: https://doi.org/10.1007/978-3-319-78605-6_26
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-78604-9
Online ISBN: 978-3-319-78605-6
eBook Packages: EngineeringEngineering (R0)