Abstract
Objectives: The purpose of this research is to explore innovative interaction mode of children’s marker education, to solve the problems of universal homogeneity of Marker education products and lack of emotional communication, and to develop children’s intelligent interactive toys by using open source hardware coding technology. Methods: Focusing on the three elements of user-interaction-technology, this study comprehensively analyzed the needs and problems of educational play aids for markers by means of questionnaires, behavioral observation and competitive analysis, and carried out product innovation design through design practice. Results: The research ultimately establishes the brand “KOBOT” multi-mode interactive experience marker education toy, which is a set of innovative marker education products based on the integration of various offline entity modules and online programming applications. It supports a variety of modeling modular design, interactive technology and interactive ways. Conclusions: “KOBOT” marker education product expands the game process of construction mode and intellectuality, enhances the interaction between children and marker products, fosters the social awareness of parent-child interaction and friend cooperation, and lays the development direction for the future of Chinese children’s marker education.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Yu, L.: The application of the idea of seeking marker in the design of school children’s toys. Tianjin Technology University (2017)
Zichuan, O.: Research on toy design based on youth marker education. Central Academy of Fine Arts (2017)
Arar, R., Brereton, M.: Co-design AI futures: integrating AI ethics, social computing and design. In: Proceedings of the 2019 Conference on DIS Companion. ACM Press (2019)
Dun, L.: How to break through the bottleneck of STEM educational teachers. China Education Daily, No. 7, 18 July 2018
Linren, Y.: Learn about color psychology every day. Shanxi Normal University Press (2009)
Colborne, G.: Simplicity First: Four Strategies for Interaction Design. Beijing People’s Communication Telecommunications Press, England
Baek, C., Choi, J.J., Han, J.: Application of intelligent product design on STEAM education. In: Proceedings of the 2015 Conference on HAI Korea (2015). https://doi.org/10.1145/2814940-2814988
Park, E.Y.: LINKKI: a planar linkage-based kinetic toy as a tool for education and design. In: International Conference on FabLearn 2016, Stanford, CA, USA (2016). https://doi.org/10.1145/3003397.3003411
Qin-ye, L.-M.: Narrative model in the design of children’s toys. Packag. Eng. 35(6), 82–85 (2014)
Lu, Y., Wei, T.: The emotion experience of preschool children in educational games. Packag. Eng. 39(10), 106 (2018)
Ekaterina, C.G., Tavassoli, F.: Developing children’s cultural awareness and empathy through games and fairy tales. In: Proceedings of the 2016 Conference on Interaction Design and Children (IDC 2016). ACM Press (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Lu, Y., Pang, W. (2020). Research on the Design of Intelligent Interactive Toys Based on Marker Education. In: Stephanidis, C., et al. HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. HCII 2020. Lecture Notes in Computer Science(), vol 12425. Springer, Cham. https://doi.org/10.1007/978-3-030-60128-7_35
Download citation
DOI: https://doi.org/10.1007/978-3-030-60128-7_35
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-60127-0
Online ISBN: 978-3-030-60128-7
eBook Packages: Computer ScienceComputer Science (R0)