AUGMENTED REALITY EDUCATIONAL TANGIBLE APPS (ARIANA) FOR PRE-SCHOOLERS

BOOTH NO : E1


Category : Education & Human Development

There is a growing body of literature that recognizes the importance of metacognition in learning. One of the vital components is to understand one's metacognition by assessing their metacognitive abilities. If one metacognitive abilities being consistently monitored during learning, their performance might have also increase. With the aid of technology, one's metacognitive abilities can be consistently being monitored. The framework developed from previous fundamental basis also shows that metacognitive abilities should be monitored during an early child cognitive development. For that purpose, a prototype named interactive Tangible Education Games through Augmented Reality named ARiana will be specifically developed and designed to kids ranging from 4 to 6 years old to trigger their metacognitive abilities through natural play with physical object.
A profound researcher in the field of metacognition, Fisher (1998) has highlighted the importance of metacognition and how it develops in children. He also signifies the role of teacher as the mediator who can greatly assist chldren metacognitive abilities in learning and it is known as meta-teaching. As technology extends learning beyond the classroom setting, same goes to the concept of meta-teaching. In this sense, technology can serves as a tool that can assist teacher to enhance children's metacognitive abilities. For that purpose, ARiana is proposed as a game with accessories that apply tangible AR interaction games to allow children to play beyond screen and generate their creativity and metacognitive abilities. ARiana which consists of Tangible Education Games through Augmented Reality is an edutainment application which consist of physical toys and Augmented Reality technology as the main core of the product application.
Need among pre-school kids-more interactive and fun learning using advance technology
Approach to government agencies and private companies through advertisement, events and promotions
High performances as it is developed to run for both iOS and android platform.
Low cost compared to existing imported product.
OSMO is a game platform for children aged 6 to 12 years old that blends physical play aspects with an iOS platform. Several games are included in the package, each of which is packaged independently and activated by a different app
The OSMO game is primarily designed for iPad and is not yet available for Android.
The tablet's front camera is redirected towards the playing surface by the reflector (mirror). The digital image of the playing surface will be obtained. It was merely an array with no meaning before it started processing the image.
Kementerian Pendidikan Malaysia
Kementerian Pembangunan Wanita, Keluarga dan Masyarakat
V3X Malaysia Sdn Bhd
NURUL FARHANA BINTI JUMAAT FAKULTI SAINS SOSIAL DAN KEMANUSIAAN
FARHAN BIN MOHAMED FAKULTI KOMPUTERAN MOHD AZHAR BIN M.ARSAD EDUCATION MOHD SHAHRIZAL BIN SUNAR JABATAN TIMBALAN NAIB CANSELOR (PENYELIDIKAN DAN INOVASI) NURUL FARHANA BINTI JUMAAT FAKULTI SAINS SOSIAL DAN KEMANUSIAAN ZAKIAH BINTI MOHAMAD ASHARI FAKULTI SAINS SOSIAL DAN KEMANUSIAAN