Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational Affordances
Abstract
:1. Introduction
1.1. Play, Toy and Game
1.2. A Definition of Smart Toys
1.3. Review of Literature
1.4. Rational and Research Questions
- (a)
- How are smart toys categorized based on the technological (and other) elements they incorporate?
- (b)
- How are smart toys categorized based on the educational framework where they have been developed and used?
2. Materials and Methods
- ACM (Association for Computer Machinery)
- IEEE Xplore Digital Library (Institute of Electrical and Electronics Engineers)
- JSTOR
- Sciencedirect
- SpringerLink
- Taylor and Francis
2.1. Determination of Key-Terms
- Test searches in databases with combinations of search terms that resulted from the research questions
- Searches for possible similar studies in the literature of the studies read.
2.2. Selection Criteria
- Studies published from 1991 until 2020.
- Studies describing the development of smart toys and their possible applications in the educational process (formal and/or informal).
- Special criteria:
- Non-commercial digital toys.
2.3. Rejection Criteria
2.4. Categories of Analysis and Data Coding
- (a)
- Technological affordances related to a specific type of features of smart toys:
- (a1)
- Tangible Features: (TF);
- (a2)
- Augmented Reality Features: (AR);
- (a3)
- Internet of Things Features: (IoT);
- (a3)
- Sensor equipped Features: (SE).
- (b)
- Educational affordances related to the educational framework (type of activity) developed and used and the learning objectives aimed at smart toys:
- (b1)
- Type of activity:
- Organized educational activity OEA;
- Free game (FG);
- Both OEA and FG.
- (b2)
- Learning objectives:
- Objectives for a specific subject, for example mathematical concepts, physics concepts, programming concepts)
- Objectives related to transversal competencies, such as problem solving, cooperation and symbolic thinking.
2.5. Technological Affordances
2.6. Tangible Smart Toys
2.7. Augmented Reality Smart Toys
2.8. Sensor Equipped Features
2.9. Internet of Things Smart Toys—(IoT Smart Toys)
2.10. Educational Affordances
2.11. Types of Activity
2.12. Learning Objectives
3. Results
3.1. Technological Affordances of Smart Toys
3.1.1. Technological Affordances and Physical Activity
3.1.2. Technological Affordances and “Mixed” Activity
3.2. Educational Affordances of Smart Toys
4. Discussion
- (a)
- Organized Educational Activities vs Free Game activities.
- (b)
- Specific curriculum Learning Objectives (Programming and Physics) vs. 21 century competencies (Collaboration, Emotional Thinking, Storytelling).
- (c)
- Differences between Augmented Reality based smart toys (Augmented Reality with Sensors vs Augmented Reality with Tangible features).
- (a)
- Problem Solving, STEM and various curriculum Activities vs Collaboration, Emotional Thinking and Story Telling
- (b)
- Free Game Activities vs Organized Educational Activities and Free Game Activities
- (c)
- Augmented Reality with Sensors and Augmented Reality with Tangible features vs Internet of Smart Toys with Tangible features.
5. Conclusions
- (a)
- How are smart toys categorized based on the technological (and other) elements they incorporate?
- (b)
- How are smart toys categorized based on the educational framework where they have been developed and used?
Limitations and Perspectives
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
Appendix A. List of Papers per Smart Toy
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Databases | Number of Toys Selected | Smart Toy No |
---|---|---|
ACM (Association for Computer Machinery) | 25 | [3,4,5,6,7,8,9,11,12,13,15,18,20,22,23,26,29,31,37,38,39,40,41,42,43] |
IEEE Xplore Digital Library | 2 | [2,25] |
JSTOR | 1 | [16] |
Siencedirect | 7 | [19,24,28,32,50,51,52] |
SpringerLink | 2 | [27,48] |
Taylor and Francis | 2 | [30,47] |
No | Name of Toy | Year | Paper/Papers | Technological Affordances 1 | Educational Affordances | Age | |
---|---|---|---|---|---|---|---|
Type of Activity 2 | Learning Objectives | ||||||
1 | LEGO/Logo | 1991 | Resnick and Ocko, 1991; Resnick, 1993 | SE | OEA_FG | Problem Solving—Robotics | 8–12 |
2 | Programmable Bricks—Cricket | 1994 | Martin, 1994; Resnick, Martin, Sargent, and Silverman, 1996 | SE | OEA_FG | Problem Solving—Robotics | -- |
3 | Rosebud | 1997 | Glos and Cassell, 1997 | TF_SE | OEA_FG | Digital storytelling | -- |
4 | StoryMat | 1999 | Ryokai and Cassel, 1999 | TF_SE | OEA_FG | Digital storytelling | 4–8 |
5 | Curlybot | 2000 | Frei et al., 2000 | SE | OEA | Programming | 4–6 |
6 | Smart Kindergarten | 2001 | Srivastava, Muntz, Potkonjak, 2001 | SE | OEA_FG | Various Concepts and Activities | 4–6 |
7 | Dolltalk | 2002 | Vaucelle and Jehan, 2002 | TF_SE | FG | Digital storytelling | 4–8 |
8 | I/O Brush | 2004 | Ryokai et al., 2004 | TF | OEA_FG | Arts Education | 4–6 |
10 | Augmented Knight’s Castle | 2007 | Lampe and Hinske, 2007 | AR_SE | FG | Digital storytelling | -- |
11 | Siftables | 2007 | Merill et al., 2007 | TF_SE | OEA_FG | Various Concepts and Activities | -- |
12 | TagTiles | 2007 | Verhaegh et al., 2007 | TF_SE | FG | Various Concepts and Activities | 8–12 |
13 | PageCraft | 2007 | Budd et al., 2007 | TF | OEA | Digital storytelling | -- |
14 | ARELS | 2008 | Hsieh and Lee., 2008 | AR | OEA | English | -- |
15 | SMART | 2008 | Freitas and Campos, 2008 | AR | OEA_FG | Various Concepts and Activities | 7–8 |
16 | DigiTile | 2009 | Rick et al., 2009 | SE | OEA_FG | Various Concepts and Activities | 8–12 |
17 | Arduino Etoys | 2010 | Zabala et al., 2010 | SE | OEA | Physics | -- |
18 | LilyPad Arduino | 2010 | Y. B. Kafai et al., 2010 | TF | FG | STEM | -- |
19 | Crafti | 2011 | Castañer et al., 2011 | AR | OEA_FG | Various Concepts and Activities | 6–12 |
20 | TinkRBook | 2011 | Chang and Breaseal, 2011 | TF | FG | Digital storytelling | 3–6 |
21 | Towards Utopia | 2011 | A. N. Antle et al., 2011 | TF | OEA | Fine motor skills | 8–12 |
22 | i-Cube | 2012 | W. B. Goh et al., 2012 | TF | OEA | Interactivity/Spatial Thinking | 4–6 |
23 | Tangicons 3.0 | 2012 | F. Scharf et al., 2012 | TF | OEA | Problem Solving—Robotics | 7–8 |
24 | StoryTech | 2013 | Kara et al., 2013; Kara and Cagiltay, 2020 | AR | FG | Digital storytelling | 3–6 |
25 | AIBLE | 2014 | Fleck et al., 2014 | AR | OEA | Physics | 8–12 |
26 | Sketch-Play-Learn | 2015 | Agarwal and Tripat, 2015 | AR | OEA | Physics | 8–12 |
27 | TangiSense | 2015 | Kubicki et al., 2015 | TF_SE | OEA_FG | Arts Education | 3–6 |
28 | TOK | 2015 | Sylla et al., 2015 | TF_SE | FG | Digital storytelling | 4–8 |
29 | KIBO robot | 2015 | A. Sullivan et al., 2015 | TF | OEA | STEM | 4–8 |
30 | ColAR mix | 2015 | Y. Huang et al., 2015 | AR | OEA | Arts Education | 4–6 |
31 | Code Bits | 2016 | Goyal, Vijay, Monga, Kalita, 2016 | AR_TF | OEA | Programming | 4–12 |
32 | EMT | 2016 | Yilmaz, 2016 | AR | OEA_FG | Various Concepts and Activities | 4–6 |
33 | Teddy bear | 2016 | Goula -Dimitriou and Dasygenis, 2016 | SE | FG | Collaboration/Emotional Thinking | 3–6 |
34 | Helios | 2016 | Fleck and Hacket, 2016 | AR_TF | OEA | Physics | 8–12 |
35 | Hobit | 2016 | Fleck and Hacket, 2016 | AR_TF | OEA | Physics | 8–12 |
36 | Teegi | 2016 | Fleck and Hacket, 2016 | AR_TF | OEA | Biology | 8–12 |
37 | TanProRobot 2.0 | 2016 | D. Wang et al., 2016 | TF | OEA | Programming | 4–12 |
38 | MagicBuns | 2016 | Huysduynen et al., 2016 | TF | OEA | Interactivity/Spatial Thinking | 4–6 |
39 | Futurocube | 2017 | J. Sander et al., 2017 | IOT | OEA | Programming | 7–8 |
40 | Anki’s Cosmo robot | 2018 | S. Druga et al., 2018 | TF_SE | OEA | Computational Thinking | 4–12 |
41 | The bracelet | 2018 | B. Zaman et al., 2018 | IoT_TF | OEA_FG | STEM | -- |
42 | 3D Figurine | 2018 | B. Zaman et al., 2018 | IoT_TF | OEA_FG | STEM | -- |
43 | Interactive board game | 2018 | S. Mironcika et al., 2018 | TF | OEA_FG | Fine motor skills | 7–8 |
44 | CogniToys Dino | 2018 | Ihamäki and Heljakka, 2018 | IoT | FG | Various Concepts and Activities | 4–6 |
45 | Wonder Workshop’s Dash and Dash Robot | 2018 | Ihamäki and Heljakka, 2018 | IoT_TF | FG | Problem Solving—Robotics | 4–6 |
46 | Fisher-Price’s Smart Toy Bear | 2018 | Ihamäki and Heljakka, 2018 | IoT_TF | FG | Interactivity/Spatial Thinking | 4–6 |
47 | FingAR | 2019 | J. Hong et al., 2019 | AR | OEA | Symbolic thinking | 3–6 |
48 | Osmo Genius KIT Tangram | 2019 | Chan, 2019 | TF | OEA_FG | Fine motor skills | 6–12 |
49 | Tamagotchi | 2019 | Berriman and Mascheroni, 2019 | TF_SE | FG | Collaboration/Emotional Thinking | |
50 | CRISPEE KIT | 2020 | Strawhacker et al., 2020 | TF | OEA_FG | Biology | 4–8 |
51 | mBot Arduino | 2020 | S.-Y. Lin et al., 2020 | TF | OEA | Computational Thinking | 4–6 |
52 | Hello Barbie | 2020 | Mertala, 2020 | TF_SE | FG | Symbolic thinking |
Factor | Eigenvalue | Percentage | Cumulated Percentage |
---|---|---|---|
1 | 0.7539 | 10.77 | 10.77 |
2 | 0.6160 | 8.80 | 19.57 |
3 | 0.5755 | 8.22 | 27.79 |
4 | 0.5247 | 7.50 | 35.29 |
5 | 0.4603 | 6.58 | 41.86 |
Variable Label | Category Label | Test-Value | Weight |
---|---|---|---|
Type of Educational Activity | FG | −4.96 | 14,000 |
Technological Affordance | TF_SE | −3.36 | 10,000 |
Learning Objectives | CollabEmotThinking | −3.01 | 3000 |
Learning Objectives | StoryTelling | −3.01 | 8000 |
Technological Affordance | AR_SE | −2.82 | 2000 |
M I D D L E A R E A | |||
Learning Objectives | Programming | 2.62 | 4000 |
Learning Objectives | Physics | 3.42 | 5000 |
Technological Affordance | AR_TF | 3.82 | 4000 |
Type of Educational Activity | OEA | 5.83 | 21,000 |
Variable Label | Category Label | Test-Value | Weight |
---|---|---|---|
Technological Affordance | AR_SE | −3.14 | 2000 |
Type of Educational Activity | FG | −3.02 | 14,000 |
Learning Objectives | CollabEmotThinking | −2.89 | 3000 |
Technological Affordance | AR_TF | −2.52 | 4000 |
Type of Educational Activity | OEA | −2.26 | 21,000 |
Learning Objectives | StoryTelling | −2.14 | 8000 |
M I D D L E A R E A | |||
Learning Objectives | VariousActivities | 2.16 | 8000 |
Learning Objectives | ProblemSolvingRobot | 2.27 | 4000 |
Learning Objectives | STEM | 2.65 | 4000 |
Type of Educational Activity | OEA_FG | 5.21 | 17,000 |
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Komis, V.; Karachristos, C.; Mourta, D.; Sgoura, K.; Misirli, A.; Jaillet, A. Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational Affordances. Appl. Sci. 2021, 11, 8653. https://doi.org/10.3390/app11188653
Komis V, Karachristos C, Mourta D, Sgoura K, Misirli A, Jaillet A. Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational Affordances. Applied Sciences. 2021; 11(18):8653. https://doi.org/10.3390/app11188653
Chicago/Turabian StyleKomis, Vassilis, Christofors Karachristos, Despina Mourta, Konstantina Sgoura, Anastasia Misirli, and Alain Jaillet. 2021. "Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational Affordances" Applied Sciences 11, no. 18: 8653. https://doi.org/10.3390/app11188653