Smart Toy Based Learning: Kursat Cagiltay, Nuri Kara, and Cansu Cigdem Aydin
Smart Toy Based Learning: Kursat Cagiltay, Nuri Kara, and Cansu Cigdem Aydin
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Kursat Cagiltay, Nuri Kara, and Cansu Cigdem Aydin
Abstract
This chapter examines the general characteristics of and related recent research on smart
toys. Smart toys can be defined as new forms of toys featuring both tangible objects and
electronic components that facilitate two-way child–smart toy interactions to carry out pur-
poseful tasks. In this chapter, smart toy based learning projects are discussed and the char-
acteristics of smart toys as cognitive tools to facilitate learning are analyzed. This chapter
also covers the relationship between smart toys and children’s developmental stages—with
a particular focus on motivation—in order to understand smart toys’ potential effects on
children.
Keywords
Toy • Smart toy • Cognitive tool
J.M. Spector et al. (eds.), Handbook of Research on Educational Communications and Technology, 703
DOI 10.1007/978-1-4614-3185-5_56, © Springer Science+Business Media New York 2014
704 K. Cagiltay et al.
that the ability to produce imaginative objects in a real wireless transmitter that advances play. For instance, StoryToy
environment is an important indicator of cognitive proposes three modes—free play, reactive play, and story
development. play—based on the location of the duck character. All sensor
Frei et al.’s (2000) Curlybot is a two-wheeled vehicle that events are uploaded to the computer via receiver and trans-
measures, records, and plays back its exact movement on any lated into audio responses by Java. These responses are then
flat surface. Within the categorization of smart toys, Curlybot sent through a wireless speaker. The researchers from the
is a self-contained smart toy requiring no external comput- Philips Research Company and Eindhoven University of
ers. In addition, Curlybot initiates cognitive tasks, specifically Technology conducted their study with children between 2
those that are mathematical and computational. Curlybot’s and 6. The researchers concluded that older children (4–6)
two wheels, which are controlled by a microprocessor, not considered more complex dialogues enjoyable, but it was hard
only move forward and backward but also rotate freely. For to follow dialogues of younger children (2–3).
recording movements, the smart toy includes a memory chip. Lampe and Hinske’s (2007) Augmented Knight’s Castle
The child records the movements of curlybot by pressing a is a smart toy playset enriching the pretend play of children
button that lights up a red or green indicator. Researchers by providing sound effects and verbal reactions from toys.
from the Tangible Media group in the MIT Media Laboratory The Augmented Knight’s Castle is a self-contained smart toy
conducted an informal user study with 81 children. The study that initiates cognitive tasks through fantasy play and imagi-
showed that children ages four and above playing with nation. RFID technology detects the position of objects in
Curlybot engaged in computational and mathematical con- the playset. Since the Augmented Knight’s Castle smart toy
cepts in a more creative way. is set in the Middle Ages, the objects provide relevant sound
Piper and Ishii’s (2002) Pegblocks is an educational toy effects, background music, and verbal commentary in accor-
showing basic physics principles to elementary school stu- dance with the information sensed by the RFID hardware.
dents. Children manipulate wooden toys connected to each Hinske, Lampe, Yuill, Price, and Langheinrich (2010)
other via electrical cables to observe kinetic energy changes. conducted a user study of the smart toy with 103 children
Based on the smart toy categorization, Pegblocks is a self- ranging from 6 to 10. The authors also conducted interviews
contained smart toy that initiates cognitive tasks such as with seven teachers to explore their opinions about the smart
observing and understanding kinetic energy changes. toy. The findings revealed that it provided significant learn-
Pegblocks is a set of five wooden blocks. Each block consists ing opportunities about Middle Ages, such as clothing, festi-
of nine pegs combined with electric motors, converting the val, music, and literature for children and increased retention
kinetic energy of the child’s hand into electrical energy. of what they learned after short play sessions.
Researchers from the Tangible Media Group in the MIT Merrill et al.’s (2007) Sifteo allows children to interact
Media Laboratory informally observed children playing with with electronic blocks to produce different knowledge com-
Pegblocks and concluded that they allowed children to see binations. Children select electronic blocks in accordance
and understand the relationship between electrical and kinetic with their desires and create their own patterns. Sifteo is a
energy. self-contained smart toy. As explained above, it initiates cog-
Vaucelle and Jehan’s (2002) Dolltalk is a computational nitive tasks through thinking, imagination, and knowledge
toy that records children’s gestures and speech and plays creation. Sifteo has mainly five components, namely, color
back their voices. Dolltalk is a self-contained smart toy that LCD screen, accelerometer, infrared transceivers, recharge-
initiates cognitive tasks, specifically, linguistic expressions able battery, and RF radio. A user’s physical manipulations
and storytelling. Dolltalk includes a platform with tag sen- are sensed and considered as input to the system. Visual
sors, two speakers, one microphone, and two stuffed animals feedback is displayed on the LCD screen.
with sensors. When the child removes the two stuffed ani- Kara et al.’s (2012a) StoryTech allows children to create
mals from the platform, recording begins. When the two their own stories in a mixed reality environment by placing
stuffed animals are placed on the platform again, playback of plush toys and background cards on a receiver panel con-
the narration begins. Researchers from the MIT Media nected to a computer. Based on the categorization, StoryTech
Laboratory conducted a user study with 12 children at an is a smart toy that requires external computer interaction. In
elementary school and concluded that children generally addition, it initiates the cognitive task of storytelling.
enjoyed their interaction with Dolltalk by frequently repeat- StoryTech includes three components, namely, story objects
ing the playback. (stuffed animals and background cards), the computer, and
Fontijn and Mendels’ (2005) StoryToy is an environment the receiver panel. RFID tags give unique codes to each story
featuring stuffed farm animals that tell stories and react to objects. When the child puts the object on the receiver panel,
each other. Within the above categorization, StoryToy is a self- these codes are transmitted to the computer, and the virtual
contained smart toy. It initiates the cognitive task of storytelling. representation of the story object appears on the computer
Each plush character has a motion sensor connected to a screen. StoryTech incorporates two phases of play: scaffolding
56 Smart Toy Based Learning 707
According to Ryokai and Cassell (1999), children begin The potential motivational power of toys may explain their
engaging in more social play by age 4. Thus, using smart importance in the process of cognitive development. In smart
toys for collaborative purposes should be implemented from toys specifically, technological components facilitate two-
this age forward. These researchers’ StoryMat toy, for exam- way child–toy interactions to carry out a purposeful task with
ple, can be used for collaborative storytelling, as children in a goal of learning. Petersson and Brooks (2006) emphasized
peer groups can tell stories by interpreting a playmate’s that play is closely related to intrinsic motivation. Malone
actions with the stuffed animals. and Lepper (1987) further stated that learning experiences
should be intrinsically motivated and define toys as objects
guided by internal goals. Thus, intrinsic motivation must be
Concrete Operations Stage defined, and its relationship with smart toy based activities
must be explored. Malone and Lepper (1987) categorized
According to Piaget (1962), the concrete operations develop- four intrinsic motivation components with regard to learning
mental stage involves children’s ability to engage in calcula- experiences: (a) challenge, (b) curiosity, (c) control, and (d)
tions, rational relations, and numerical activities. This is also fantasy.
the stage at which children become capable of classifying
objects according to similarities and differences and serializing
according to size and weight. Pegblocks, which allows children Challenge
to manipulate wooden toys connected via electrical cables to
learn basic physics principles, may be suitable for children at According to Malone and Lepper (1987), activities should
this developmental stage (Piper & Ishii, 2002) (see Fig. 56.5). challenge learners in order to motivate them intrinsically.
Similarly, Sifteo may be suitable for children at the con- Generally, toys enable children to gain skills by challenging
crete operations stage as it provides “sensing, graphical dis- them. Smart toys that provoke behavioral or cognitive tasks
play, and wireless communication, which can be manipulated may provide possibilities for challenging and motivating
as a group to interact with digital information and media” children. For instance, with Rosebud, children type stories
(Merrill et al., 2007, p. 75). about a selected stuffed animal (Glos & Cassell, 1997).
Thinking about the stuffed animal and creating a suitable
story can be considered challenging for children based on
Formal Operations Stage age. Some smart toys require more complex cognitive tasks
and present more advanced challenges. For instance, chil-
According to Piaget (1962), children can present reasoning dren may be given different Sifteo blocks and be expected to
skills based on hypotheses or propositions in the formal solve basic mathematical problems (Merrill et al., 2007).
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Liu and Bera (2005) emphasized that technologies can be con- (1987)’s classification of intrinsic motivation is still of great
sidered cognitive tools if they provide effective learning envi- importance for play, so smart toys need to be developed
ronments by supporting learning experiences. Based on this according to its components: challenge, curiosity, control,
perspective, smart toys can also be considered cognitive tools and fantasy. Smart toys can be used by children to gain both
since they help children construct their own learning. For behavioral and cognitive skills. In addition, these technolo-
instance, Piper and Ishii’s Pegblocks (2002) allows children to gies can be considered cognitive tools, assisting children
learn basic physics principles by providing an interactive envi- construct their own learning experiences.
ronment supported by technological features. Similarly, with a Many smart toy projects have been conducted by com-
storytelling smart toy, a child produces an original story with puter science researchers from the MIT Media Lab. Although
the help of virtual content and plush toys (Kara et al., 2012a). the smart toys were developed for pedagogical purposes,
Smart storytelling toys serve as cognitive tools because they early childhood scholars’ or teachers’ contributions have
teach storytelling to children in an interactive way. Children been limited. Most early childhood education curricula refer
must select the toys or background cards to tell their stories to information and communication technologies and pro-
using the accompanying Flash animation. grammable toys (Plowman & Stephen, 2003), but smart toy
Learner control is another important characteristic of cog- practices in the literature generally focus on specific pur-
nitive tools (Jonassen, 1992). Rather than teacher directed or poses, like storytelling or pretending. Existing smart toy
technology driven learning, smart toys provide an interactive projects have not offered applications for formal early educa-
environment for children to use technology to conduct cog- tional environments specifically aligned to curricula. Also,
nitive tasks. Further, Kim and Reeves (2007) mentioned the researchers developing new toy technologies for young chil-
importance of flexibility and open-ended characteristics of dren have thus far conducted mostly small-scale user studies.
cognitive tools. Sifteo prompts children to interact with elec- Although there are still questions in the literature about how
tronic blocks to produce different combinations (Merrill best to integrate new technologies in young children’s learn-
et al., 2007). As a cognitive tool, Sifteo provides different ing environments, the design and development phases of
learning experiences with each play. Cognitive tools are new smart toy technologies have not been emphasized
based on a constructivist paradigm where learners construct sufficiently. Thus, we believe that young children’s and
their own experiences by actively engaging with these tools teachers’ perceptions about the design and development pro-
(Jonassen, 1992; Kim & Reeves, 2007). cess should play a significant role in generating new princi-
ples and revealing participants’ preferences.
Although smart toys have several advantages due to their
Conclusions capabilities, these technologies also have their limitations. In
individual play, smart toys may decrease socialization, lead-
This chapter introduces the general characteristics of smart ing children to play with the toy more than each other.
toys by referring to specific examples in the literature and Additionally, these technologies may make children depen-
presented the dynamics of smart toy based learning in rela- dent on the constant, instant feedback and interactions in
tion to children’s developmental needs and motivation condi- smart toy play. To decrease potential risks, children should
tions. Smart toys are new forms of toys that incorporate be guided by parent or teachers in play.
tangible objects and electronic chips to provide two-way Although this chapter provides general characteristics of
interactions leading to purposeful tasks with behavioral or smart toys, the relationship of smart toys to children’s devel-
cognitive merit. In smart toy play, interaction is used for opmental stages and motivation, smart toy based learning in
instructional purposes within an authentic play environment light of learning through interaction, and smart toys as cogni-
rather than only for child attraction, so interaction assumes tive tools, several topics were not covered, such as design
the main role in learning. The consistency between the attri- and development issues in smart toy based learning environ-
butes of smart toys and the developmental characteristics of ments. Hence, this topic should be considered in future stud-
children needs to be analyzed in depth to assist in the effec- ies. Additionally, studies exploring the experiences of
tive development of smart toy based learning. Additionally, children when playing with smart toys and regarding the
smart toys should be analyzed from a developmental per- integration of technologies such as multitouch and tablet
spective to reflect suitable age-related options. As Piaget’s technology in smart toys should be conducted. New smart
developmental stages are mostly emphasized in the litera- toy studies should be carried out for children with disabili-
ture, the characteristics of smart toys should be appropriately ties, as well. With the advent of new technology, smart toy
associated with them: sensory-motor, preoperational, based applications will become widespread, and children
concrete operations, and formal operations. The relationship will have more opportunities to use these powerful toys
between motivation and play is also emphasized in the litera- effectively. This chapter aims to encourage more researchers,
ture. Smart toys’ characteristics should be analyzed to under- designers, developers, and instructional technologists to
stand children’s inner motivations. Malone and Lepper carry out smart toy based research activities.
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