<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Internet Of T(eac)hings: Assessing Children's Learning In The IoT Era</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Riccardo Scateni</string-name>
          <email>riccardo@unica.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Author Keywords Internet of things</institution>
          ,
          <addr-line>Children learning, NFC</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Mathematics and Computer Science University of Cagliari Cagliari</institution>
          ,
          <addr-line>CA 09124</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Fabio Sorrentino Department of Mathematics and Computer Science University of Cagliari Cagliari</institution>
          ,
          <addr-line>CA 09124</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Lucio Davide Spano Department of Mathematics and Computer Science University of Cagliari Cagliari</institution>
          ,
          <addr-line>CA 09124</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <fpage>31</fpage>
      <lpage>35</lpage>
      <abstract>
        <p>This paper discusses an early prototype aiming at providing teachers with means for configuring connected objects that can be used for assessing the understanding and the creative reworking of children's learning. In order to do that, we support teachers in defining the information flow between the connected objects and the interactive manipulation events considered relevant for the assessment. Considering that in the last years classrooms have been more and more equipped with different technological supports, we propose to use them in a more customisable way, helping both teachers and students in making lessons more enjoyable and pleasant. We focus on already available and low cost technologies, since more advanced ones may have a high impact on school budgets. Due to this, we propose an approach that uses modular and low cost components that could be embedded in different physical objects and easily replicated by schools with a low investment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        It is a common belief that people learn while studying and
that testing is needed since teachers and educators must
somehow measure what actually has been learned. Indeed,
in order to improve learning it is usual to spend more time
and effort improving teaching rather than testing.
On the contrary, Roediger [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] said that testing memory not
only assesses what we know but changes it, underlining
the important of this task that could be, in some way,
underused by educators. Roediger found that testing as often as
studying leads to better long-term retrieval, and that
studying once and then testing often allows students to retaining
the information well in both the short and long term. Testing
is one of the most important parts of a successful learning
experience [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], it is that particular moment when students
demonstrate their understanding of the facts and notions
explained by teachers and educators. Testing could be
done in different ways and through many methodologies.
It could be carried out orally or through written material,
it could use, for example, true-false statements, multiple
choice questions or short answers. Our approach is
motivated by a simple question: What if learners could play
while testing?
Testing does not always have to be a serious and
stressing experience. It can be immersive, interactive, fun and
creative. Playing is fun for children and it represents one
of the way they actually learn [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Through play, they
learn about their environments, their relatives, friends and
the whole world around. Positive play experiences develop
positive emotional well-being. So we can use of this positive
factors to turn testing into a positive experience. The
target user is represented by the school-aged child between 5
and 12 years old. Our approach analysed the possible
testing scenarios, and the required hardware, in a low budget
school setting.
      </p>
    </sec>
    <sec id="sec-2">
      <title>An EUD learning assessment platform</title>
      <p>Today, teachers can choose among dozens of available
learning assessment tools and they can easily create their
tests by using free or paid web material. We are currently
studying a solution for creating assessment exercises that
combine physical exercises and question for rehearsing
lesson concepts.</p>
      <p>Our main idea is to provide an end-user development (EUD)
environment that would enable teachers to use cheap
hardware for sensing physical objects, for creating learning
games that would take advantage from both the physical
and the digital world.</p>
      <p>The teacher, through the support of the EUD environment,
defines the game rules and the playing field. From such
definition, the environment will suggest how to configure a
set of smart modules for supporting the game. The smart
modules will be different low-cost sensors and hardware
devices, that will be automatically configured for receiving
the data. In the rest of the paper, we will describe a small
pilot study for a multiple answer question game.</p>
    </sec>
    <sec id="sec-3">
      <title>Smart module design</title>
      <p>In our first prototype we built a simple platform that
manages both the creation and the game experience. It allows
teachers to create a single ten-item quiz, where each item
is a question which has only one correct answer. We
envision the developed tool as freely available online where
teachers can create their own questions thus sharing their
tests. Users, browsing among the available categories in
the system can select which of them are suitable for the
lesson, and, if necessary, they can create a set of questions
combining more categories by simply removing or adding
single items.</p>
      <p>Each module is designed as a square of a rigid material
(i.e. wood or plastic) with a 180mm side having a thickness
of 10mm. At its centre we find a circular hole with a 10mm
diameter. A magnet stripe is placed both on the right and
the bottom side, while an iron one is placed on the left and
on the top side. These stripes allow teachers to connect
them in different configurations. The only constraint for the
set-up is that there will be a single module labelled as
master while the others will be labelled as slaves. Their
smartness come from a combination of two main elements: an
Arduino nano micro controller and a near field
communication (NFC) reader connected to it. This combination gives
to each module the computational ability to read an NFC
tag and to send its code to a PC through the master module
that continuously retrieves all the information read by the
slave modules.</p>
      <p>The NFC technology is a set of communication protocols
that enable two electronic devices to exchange
information by bringing them within a short distance. NFC tags are
passive component which can be read, and under some
circumstances written to, by an NFC device.</p>
      <p>The composed modules create a single block that can be
connected to the main PC through an USB cable. From
now on, all the data read by the modules will be sent to the
system making possible the user interaction. The game
requires a initial configuration, in fact the user may insert
the number of players and their NFC ID. The association
between user and ID is a guided operation; firstly, the
system requires the name of the player, secondly the player
may bring its physical widgets within four centimetres of
the master module. This way the name of the player will
be associated to the widget and the given answers will be
recorded for the right player.</p>
      <p>Even if the default physical widgets are simple foam balls
equipped with an NFC tag, teachers can create different
ones working together with their students 4.</p>
    </sec>
    <sec id="sec-4">
      <title>Testing scenario</title>
      <p>We describe the usage of these modules for a quiz game,
combining them with a screen or a projected surface.
Modules can be combined by using the magnet stripes,
securing them with an optional frame that can hosts up to four
module as shown in figure 1. This smart component allows
students to give their answers to the test by using physical
widgets equipped with NFC tags.
These widgets could have different shapes and materials (it
is sufficient that they fit inside the hole placed in the square
module) and in our early test we used foam balls placing
an NFC tag inside of them. At this point we can associate
widgets students/players and the modules represents the
available answers for the current question. The system can
actually identify the answers given by the players checking
their correctness.</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and future work</title>
      <p>In this paper we discussed our idea for creating an EUD
environment supporting teachers in developing learning
assessment games. We developed a first game prototype for
understanding the requirements and technical difficulties in
automating the configuration of the physical object sensing
hardware.</p>
      <p>In the future we would like to implement the environment,
focusing on two main parts: the first one is the
configuration engine, that will receive the teacher-defined
configuration and would generate the instructions for connecting
the hardware and generate the code for reading data and
playing the game.</p>
      <p>The second part is the EUD support, applying the existing
state of the art metaphors for defining the data flow, and
studying how to represent the start modules in a simple yet
precise way the different modules.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Andrew C Butler and Henry L Roediger III</surname>
          </string-name>
          .
          <year>2007</year>
          .
          <article-title>Testing improves long-term retention in a simulated classroom setting</article-title>
          .
          <source>European Journal of Cognitive Psychology 19</source>
          ,
          <fpage>4</fpage>
          -
          <lpage>5</lpage>
          (
          <year>2007</year>
          ),
          <fpage>514</fpage>
          -
          <lpage>527</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <given-names>Paul</given-names>
            <surname>Chance</surname>
          </string-name>
          .
          <year>1979</year>
          .
          <article-title>Learning through Play</article-title>
          .
          <source>Pediatric Round Table: 3</source>
          . ERIC.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <given-names>Broadhead</given-names>
            <surname>Pat</surname>
          </string-name>
          .
          <year>2006</year>
          .
          <article-title>Developing an understanding of young children's learning through play: the place of observation, interaction and reflection</article-title>
          .
          <source>British Educational Research Journal</source>
          <volume>32</volume>
          ,
          <issue>2</issue>
          (
          <year>2006</year>
          ),
          <fpage>191</fpage>
          -
          <lpage>207</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Henry</surname>
            <given-names>L.</given-names>
          </string-name>
          <string-name>
            <surname>Roediger</surname>
            and
            <given-names>Jeffrey D.</given-names>
          </string-name>
          <string-name>
            <surname>Karpicke</surname>
          </string-name>
          .
          <year>2006</year>
          .
          <article-title>Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention</article-title>
          .
          <source>Psychological Science</source>
          <volume>17</volume>
          ,
          <issue>3</issue>
          (
          <year>2006</year>
          ),
          <fpage>249</fpage>
          -
          <lpage>255</lpage>
          . DOI:http: //dx.doi.org/10.1111/j.1467-
          <fpage>9280</fpage>
          .
          <year>2006</year>
          .
          <volume>01693</volume>
          .x
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <given-names>Maria</given-names>
            <surname>Roussou</surname>
          </string-name>
          .
          <year>2004</year>
          .
          <article-title>Learning by Doing and Learning Through Play: An Exploration of Interactivity in Virtual Environments for Children</article-title>
          .
          <source>Comput. Entertain. 2</source>
          ,
          <issue>1</issue>
          (Jan.
          <year>2004</year>
          ),
          <fpage>10</fpage>
          -
          <lpage>10</lpage>
          . DOI: http://dx.doi.org/10.1145/973801.973818
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>