The Role of Wearable Technology in Children's Creativity

Rojin S. Vishkaie
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引用次数: 2

Abstract

In primary and high school settings across the world, wearable technologies are becoming more and more common. Augmented reality, is another increasingly common technology, which when combined with wearables, has the potential to benefit student learning in different settings. This combination can potentially be used to support problem-solving and creativity for children, a relatively unexplored area. In this work, an initial expiration is described about the contextual variables that can impact the levels of low to high creativity moments. Our goal is to use wearables and sensors to further minimize the gap between the topic of children's creativity by measuring moments of creative fixation and providing feedback in moments of low creativity to encourage creativity. The primary contributions of this work, are a preliminary pilot study with ten primary-school students (K-6), a presentation of our initial results and finally, an examination and discussion of how creativity in children can be supported or enhanced by combining wearable technology and augmented reality.
可穿戴技术在儿童创造力中的作用
在世界各地的小学和高中,可穿戴技术正变得越来越普遍。增强现实是另一种越来越普遍的技术,当与可穿戴设备结合使用时,它有可能使学生在不同的环境中学习受益。这种结合可以潜在地用于支持儿童解决问题和创造力,这是一个相对未开发的领域。在这项工作中,描述了可能影响低到高创造力时刻水平的上下文变量的初始过期。我们的目标是利用可穿戴设备和传感器,通过测量儿童创造力固定的时刻和在创造力低的时刻提供反馈来鼓励创造力,进一步缩小儿童创造力话题之间的差距。这项工作的主要贡献是对10名小学生(K-6)进行初步试点研究,展示我们的初步结果,最后,检查和讨论如何通过结合可穿戴技术和增强现实来支持或增强儿童的创造力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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