TY - GEN
T1 - The role of wearable technology in children's creativity
AU - Vishkaie, Rojin
N1 - Publisher Copyright:
©2018 IEEE.
PY - 2018/12/26
Y1 - 2018/12/26
N2 - 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.
AB - 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.
KW - Children
KW - Creativity
KW - Empirical and conceptual design studies
KW - Literacy
KW - Wearable technology
UR - http://www.scopus.com/inward/record.url?scp=85061432598&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85061432598&partnerID=8YFLogxK
U2 - 10.1109/CW.2018.00087
DO - 10.1109/CW.2018.00087
M3 - Conference contribution
AN - SCOPUS:85061432598
T3 - Proceedings - 2018 International Conference on Cyberworlds, CW 2018
SP - 443
EP - 446
BT - Proceedings - 2018 International Conference on Cyberworlds, CW 2018
A2 - Sourin, Alexei
A2 - Sourina, Olga
A2 - Erdt, Marius
A2 - Rosenberger, Christophe
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 17th International Conference on Cyberworlds, CW 2018
Y2 - 3 October 2018 through 5 October 2018
ER -