A field study of understanding


Published on

Published in: Education, Technology
  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

A field study of understanding

  1. 1. A Field Study of Understanding Child’s Knowledge, Skills and Interaction towards Capacitive Touch Technology (iPad) Laili Farhana Md Ibharim¹, Maizatul H.M. Yatim² & Norhayati Borhan³ Computing Department Universiti Pendidikan Sultan Idris 1
  2. 2. INTRODUCTION The use of touch screen devices and application have become a current trend and gaining momentum among today’s society (Young et al, 2012). Psychologists mutually agreed on the importance of discovery learning which in playing, children’s creativity and skill can be supported and developed. (Maizatul, 2009). The existence of various games application played on the devices can be benefit by children to manipulate and interact with the technology due to enhance creativity and skill of children while playing. 2
  3. 3. INTRODUCTION Statistic shows the top eight mobile operating system productions that support capacitive touch technology in a year Statistic shows the Android application user’s activity using their tablet 3
  4. 4. OBJECTIVE OF THE STUDY Main Goal: To identify the knowledge, skill and interaction of children in the computer game application using capacitive touch technology. Research Objectives: 1. To identify children knowledge of the capacitive touch technology; 2. To identify the skills (child’s sense and movement) in handling the capacitive touch technology; and 3. To identify the interaction involved between a child and the touch screen technology. 4
  5. 5. METHODOLOGY OF THE STUDY • 20 children aged 8 years old in Tanjong Malim, Perak. • The study conducted in games laboratory, UPSI. Sample and study location • Observation checklist, questionnaire and video recording. • The observation session was assisted by 20 facilitators. Instrument and strategy of study 5
  6. 6. METHODOLOGY OF THE STUDY Session Time Activity 1 t x 20 respondents Four types of games application downloaded from Apps Store were played. Time (t) for the respondent to finish every single game was noted down. Video recording was used (how they handle the iPad 2). Observation method was carried out based on the items on a checklist form. 2 5 minutes x 20 respondents Questionnaire (smileyometer) was distributed to each respondent after they finish all the games. 6
  7. 7. FINDING OF THE STUDY Objective 1: Identification of children's knowledge about capacitive touch technology. • Affordable for most families in Malaysia. • Opportunity from parents. • Children should be exposed to gadgets. • Help in the development of creativity, attitude towards learning and the emergence of new social patterns. 7
  8. 8. FINDING OF THE STUDY Objective 2: Identifying the skills (child’s sense and movement) in handling the capacitive touch technology. • The children can use and handle iPad 2 independently in their own way. • Ergonomic factors. • Motor skills. 8
  9. 9. FINDING OF THE STUDY Objective 3: Identifying the interaction involved between a child and the touch screen technology. 1. The process of learning requires an individual child to be skeptical. 2. Today’s children growing up in the textual landscape created through digital technologies. 3. Language problem to communicate between user and application. 4. Children nature which like to try and have high curiosity. 5. Can be seen from their facial expressions and speech. 1 2 3 4 5 9
  10. 10. SUMMARY OF THE STUDY Children these days better known as Z generation which lived in a much more forward in terms of technology . The skills, knowledge and enthusiasm in playing game using the iPad reflect their way in operating the technology. We do not have to worry about this technological development particularly to children, if all parties, especially parents, teachers and the community together monitor the requirement and uses. So that it can be leveraged to produce more creative, innovative and competitive future generation. 10
  11. 11. REFERENCES J.G. Young, M. Trudeau, D. Odell, K. Marinelli, and J.T. Dennerlein, “Touch-screen tablet user configurations and case- supported tilt affect head and neck flexion angles,” Work, vol. 41(1), pp. 81–91, 2012. M. Y. Maizatul Hayati, Children, Computer and Creativity: Usability Guidelines for Designing A Game Authoring Tool for Children. PhD Dissertation, Otto-Von-Guericke University of Magdeburg, Germany, 2009. AdMob by Google: A report on a tablet survey, Available: http://services.google.com/fh/files/blogs/AdMobTabletSurvey.pdf, March 2011. M. I. Laili Farhana & M. Y. Maizatul Hayati, A usability study with children and SmartBoard technology: Improving our methods in data collecting and gathering technique. In M. I. Rozhan (Eds.), Open education: Towards a ubiquitous learning environment. Malaysia: Pearson Custom Publishing, 2012. M. I. Laili Farhana, An alternative method for collecting and gathering data using smartboard application in the field of interaction design and children (IDC). Master Thesis, Sultan Idris Education University, Malaysia, 2011. C. Villamor, D. Willis, and L. Wroblewski, “Touch Gesture: Reference Guide” [Online], Available: http://static.lukew.com/TouchGestureGuide. pdf, 2013. Michael Cohen Group LLC, “Young Children, Apps and iPad,” Research undertaken as part of the evaluation activities of the US Department of Education Ready to Learn Program [Online], Available: http://mcgrc.com/wp- content/uploads/2012/06/ipad-study-cover-page-report-mcg-info_new-online.pdf, 2013. C. Burnett, “Technology and literacy in early childhood educational settings: A review of research,” Journal of Early Childhood Literacy, vol. 10(3), pp. 247-270, 2010. 11
  12. 12. THANK YOU Q & A SESSION 12