Infant learning through games via Arduino
The objective of this Final Year Project is to design and build a game with customisation options using Arduino for children between the age of three to five years old, which is the optimal age for the development of creativity and object spatial awareness. This report will highlight the benefits of...
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Nanyang Technological University
2020
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sg-ntu-dr.10356-1396762023-07-07T18:34:40Z Infant learning through games via Arduino Lau, Bryan Wee Kiat Teo Hang Tong Edwin School of Electrical and Electronic Engineering htteo@ntu.edu.sg Engineering::Electrical and electronic engineering The objective of this Final Year Project is to design and build a game with customisation options using Arduino for children between the age of three to five years old, which is the optimal age for the development of creativity and object spatial awareness. This report will highlight the benefits of the gamification of learning, and how customisable games with tangible interface are better suited for young children as compared to video games. After which, an in-depth analysis will be done on the targeted skillsets, design principles of educational games and past educational games. The development of the game will be discussed in terms of the software and hardware aspect. Following which, the gameplay and how the game will facilitate the training of the child to develop the targeted skillsets will be examined. Lastly, the limitations of the game will be addressed and possible solutions in the form of future work will be suggested. Bachelor of Engineering (Electrical and Electronic Engineering) 2020-05-21T02:04:59Z 2020-05-21T02:04:59Z 2020 Final Year Project (FYP) https://hdl.handle.net/10356/139676 en application/pdf Nanyang Technological University |
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Engineering::Electrical and electronic engineering Lau, Bryan Wee Kiat Infant learning through games via Arduino |
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The objective of this Final Year Project is to design and build a game with customisation options using Arduino for children between the age of three to five years old, which is the optimal age for the development of creativity and object spatial awareness. This report will highlight the benefits of the gamification of learning, and how customisable games with tangible interface are better suited for young children as compared to video games. After which, an in-depth analysis will be done on the targeted skillsets, design principles of educational games and past educational games. The development of the game will be discussed in terms of the software and hardware aspect. Following which, the gameplay and how the game will facilitate the training of the child to develop the targeted skillsets will be examined. Lastly, the limitations of the game will be addressed and possible solutions in the form of future work will be suggested. |
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Teo Hang Tong Edwin |
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Teo Hang Tong Edwin Lau, Bryan Wee Kiat |
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Final Year Project |
author |
Lau, Bryan Wee Kiat |
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Lau, Bryan Wee Kiat |
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Infant learning through games via Arduino |
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Infant learning through games via Arduino |
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Infant learning through games via Arduino |
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Infant learning through games via Arduino |
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Infant learning through games via Arduino |
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infant learning through games via arduino |
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Nanyang Technological University |
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2020 |
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https://hdl.handle.net/10356/139676 |
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