scholarly journals Conversational Characters that Support Interactive Play and Learning for Children

10.5772/6610 ◽  
2009 ◽  
Author(s):  
Andrea Corradini ◽  
Manish Mehta ◽  
Klaus Robering
Keyword(s):  
Heliyon ◽  
2021 ◽  
Vol 7 (4) ◽  
pp. e06844
Author(s):  
Ken Watanabe ◽  
Naoki Saijo ◽  
Sorato Minami ◽  
Makio Kashino

2019 ◽  
Vol 126 (6) ◽  
pp. 1058-1083 ◽  
Author(s):  
Emily Frith ◽  
Paul D. Loprinzi ◽  
Stephanie E. Miller

The controlled measurement of creative potential in early childhood is imperative for researchers seeking to fully understand the initial emergence and development of creativity. Evidence for original ideation has been demonstrated in infants as young as one year old, through their performance of movement-based, interactive creativity tasks. In this focused review of developmental research, we suggest that embodied movements and interactive play may uniquely facilitate creative thinking in early childhood (i.e., from birth to age six). From this review, we propose that embodied movement reinforces physical interactions that influence cognitions underlying creative behavior. Embodied creativity may supplement traditional creativity measures, as young children may be more inclined to represent their inner thoughts and experiences through movement rather than through language alone. Thus, we explored the importance of embodied creativity as a means of informing current researchers about the development of creativity, and we suggest future experimental research in this area.


2014 ◽  
Vol 12 (3) ◽  
pp. 427-432 ◽  
Author(s):  
Alex Dean Cybulski

By analyzing the software used on Microsoft’s Xbox 360 to monitor and track player’s behavior in videogames, this paper demonstrates that the platform has appropriated elements of visibility related to the code and culture of videogames to create a surveillant videogame console.  Analyzing elements common to the code of videogames we can understand that certain components of games have always relied on surveillant elements which facilitate interactive play. Similarly the early history of videogames in arcades has afforded a culture of visibility to videogames which has persisted in their design at the level of code.  This paper demonstrates how these sociotechnical artifacts common to videogames have been deployed in systems of datamining, tracking and play on the Xbox 360 and in doing so, offers perspectives for critiquing these systems.


1980 ◽  
Vol 45 (4) ◽  
pp. 540-548 ◽  
Author(s):  
Phyllis Kupperman ◽  
Sally Bligh ◽  
Marjorie Goodban

Speech Theraplay, a method of remediation for children with articulation disorders, is described. The approach is based on parent-child interactions that are postulated to activate articulation acquisition. These interactions between parent and child were duplicated and intensified in the clinical setting. Target phonemes were embedded into spontaneous interactive play, both in isolation and in meaningful exchange. The results of a six-week study indicate improvement in the articulation abilities of six children with this method.


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