Problem statement
Learning electrical circuits can be difficult, boring, and dangerous for 5-7 year olds. In addition to the sustainable issues about e-waste, more than a 70% ends up in landfills, traded, or recycled improperly. The metals in e-waste can be recovered and recycled but this process can come at a great challenge since electronic products can contain more than 1,000 different harmful substances.
User interface for children
Interview with kindergarten teacher
The concept consists of a mobile game guided by a robot character. Initially, the child selects a toy, prints it along with the AR markers, and assembles it. He scans with the cell phone camera to see it in augmented reality, then selects and scans the components, checking which ones are correct for the specific electrical circuit to learn. He finally positions them on the toy and connects them by drawing the wires with his fingers on the screen.
This sequence has videos with the history of the chosen toy that will provide feedback on each action performed.
In addition, the child learns that knowing about electrical circuits is useful for solving real-life problems through the narration of each of the toys, such as turning on the lights, turning the motor and listening to music.
Storyboard
Interaction map
We decided to gamify teaching because children learn more easily and get more engaged when they enjoy and have fun.
The game primarily involves vision, it has a sound experience, and stimulate the sense of touch which is relevant for the age range.
Each touch interaction has a different type of visual and audible feedback.
The kid can choose the toy he would like to build, each toy has different levels from simple circuits to more complex ones that will be unlocked with the progress.
When the level is selected they can download a PDF with the toy and markers molds to print.
The toy is printed and crafted with home materials like cardboard, the pieces have fittings to ease the built.
The main marker which is larger belongs to the toy. It holds on it the different component markers.
By scanning each component marker they watch and learn what is it used for and if it is adequate or not for the current circuit.
In the second part, scanning the toy they can visualize the augmented reality model, which is transparent for enabling the visualization of the components inside of it. By taping 2 components it draws a wire between them for making the system work and solve the problem presented in the narration.
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