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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>IS-EUD</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Before: Empowering Teachers to Program a Modular IoT Educational Device</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Margherita Andrao</string-name>
          <email>margherita.andrao@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Cappelletti</string-name>
          <email>cappelle@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Desolda</string-name>
          <email>giuseppe.desolda@uniba.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Greco</string-name>
          <email>francesco.greco@uniba.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barabara Treccani</string-name>
          <email>barbara.treccani@unitn.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Massimo Zancanaro</string-name>
          <email>massimo.zancanaro@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>End-User Development, Internet of Things, Educational Technologies</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Bari</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Trento</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>9</volume>
      <fpage>6</fpage>
      <lpage>8</lpage>
      <abstract>
        <p>Manipulation of tangible objects helps children in both learning and development, while digital technology creates a motivating and engaging environment for children. Tangible interactive tools can efectively combine these two aspects. Nonetheless, to exploit their potential as educational devices, it is necessary to empower teachers in customizing their behaviors. This paper presents the evolution of our first prototype: SMARTER 2.0, a tangible interactive device supporting teachers and children in diferent learning domains. We adapted the tool design and re-engineered the system architecture, aiming to enable teachers to define learning activities and subject fields more expressively and flexibly. A fundamental part of our work is to allow teachers to define games, modality, and application of SMARTER through its integration with an End-User Development environment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In education, tangible tools have a recognized potential for improving and supporting various
aspects of learning. The physical interaction with the world (i.e, the grasping and manipulation
of concrete, physical objects) allows children to concretely explore abstract concepts, which
supports their cognitive development and learning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In recent decades, a great efort focused
on creating and studying the application of tangible smart devices in the educational field to
support the learning-teaching process and exploits its potential [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2, 3, 4</xref>
        ]. For example, tangible
and interactive devices were designed for supporting music [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], math and language learning for
young children (e.g., [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]). Using smart devices creates an interactive and engaging learning
environment (e.g., [
        <xref ref-type="bibr" rid="ref2 ref8">2, 8</xref>
        ]). They may enable students to construct their own knowledge [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], while
teachers can receive real-time data and information about students’ learning achievements,
performance, and errors [
        <xref ref-type="bibr" rid="ref10 ref2 ref3">2, 3, 10</xref>
        ]. All these elements can facilitate the customization of
curricula to accommodate individual student abilities, which is essential to the learning process,
particularly for those with specific learning disabilities [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Some recent works focused on
creating tangible interaction devices for supporting individuals with specific learning disabilities,
such as dyslexia [
        <xref ref-type="bibr" rid="ref12 ref13 ref14">12, 13, 14</xref>
        ] and dyscalculia [15]. Within this research area, we are investigating
smart devices for supporting teaching to primary school children. Specifically, we recently
designed and developed SMARTER (SMART E-Rods [16]), a tangible interactive tool based on
Internet of Things technology for math, inspired by the non-digital “Cusinarie rods” [17, 18],
also designed as a possible dyscalculia training device. The underlying idea was to support
teachers in teaching mathematical concepts (specifically, comparing quantities and arithmetic
operations) by providing a tangible, interactive, and engaging environment suitable for children.
Teachers can customize SMARTER behavior (and specifically, its visual and audio feedback
on children’s actions) according to their educational goals and the children’s needs, ages,
and skills through SENSATION, an End-User Programming platform for visual trigger-action
programming [19, 20].
      </p>
      <p>Since teachers are the primary experts in the educational field, our goal has expanded and
evolved in giving them more freedom/control and expressiveness in designing their own games
and application contexts on the device. For this purpose, we adapted the tool design and
architecture, aiming to create a more flexible system in which teachers can define the games’
structures and their applications in diferent subjects (math, language, music, etc.). This demo
presents SMARTER 2.0, the evolution of our first prototype, a modular tangible educational
tool that can be integrated with EUD environments.
2. SMARTER 2.0
The version 2.0 of SMARTER aims to increase the flexibility of its application contexts and
empower teachers to define its behavior. The new architecture of SMARTER has been designed
to provide a modular system with as little coupling as possible between modules (see Figure 1).
The following subsections describe the structural changes and re-engineering process we have
performed to achieve this goal.</p>
      <sec id="sec-1-1">
        <title>2.1. SMARTER device</title>
        <p>Originally, SMARTER [16] consisted of (i) a cardboard box with a surface of 29.7 x 21 cm in
which the game area is printed (5 slots corresponding to the 5 RFID readers attached under the
surface) and containing a speaker and an RGB LED, respectively for audio and visual feedback;
(ii) a set of tangible tiles (with RFID tags attached) representing rods (for the quantity from 1 to
10), math operators and symbols. The five slots in the game area had diferent sizes and shapes
to guide children in composing the games by placing in the correct slots the corresponding class
of tiles (e.g., rod tiles should be placed in the 3rd and 5th slots in comparing quantities game).</p>
        <p>From a technological point of view, the structure of SMARTER 2.0 is identical to the previous
version: a NodeMCU ESP8266 board connected with 5 RFID readers (each one representing a slot
for placing tiles), a speaker, and an RGB LED providing audio and visual feedback, respectively.</p>
        <p>The most important update regards the design of the form factor: the current version is a
plywood box with the surface resized to 26 x 11 cm (see Figure 2). We made this design choice by
considering the real classroom context, i.e., the size of school desks in primary school, assuming
a possible future scenario where, for each child (in a single desk), several SMARTER boxes can
be joined together (horizontally or vertically) to create a larger box to accommodate designs
for more complex games. In addition, the five slots now have the same shape and dimension.
Although children are no longer intuitively guided to place certain classes of tiles in defined
slots (as in the first version), removing this constraint has allowed us to increase the system
lfexibility, the range of games, and contexts/subjects in which SMARTER can be employed. For
example, SMARTER 2.0 is suitable for supporting arithmetic operations, single- or multi-digit
quantities comparisons, and sorting numbers in ascending or descending order.</p>
        <p>Another improvement concerns the tiles, which represent diferent objects of the chosen
domain (in our current case, they are math symbols but they could possibly be letters, musical
notes, etc). The set of tiles in this version (in which Mifare® ultralight RFID tags are embedded)
represent digits and quantities (from 0 to 9), operators (+, -, ×, ÷), symbols (=, &lt;, &gt;). See Figure 2.</p>
      </sec>
      <sec id="sec-1-2">
        <title>2.2. SMARTER OS</title>
        <p>SMARTER 2.0 runs an ad-hoc SMARTER Operating System (OS), which allows the
communication and retrieval of basic information and the actuation of basic actions using the MQTT
protocol. In particular, the actions consist of turning on/of the device LED, playing a sound,
stopping the speaker, and resetting the board. Moreover, the OS allows the device to
communicate basic events, namely the insertion and removal of a tile. Finally, the values placed on
the individual readers at any given time can be queried, as well as the entire configuration
of the board (5 values, one for each reader): the latter represents the state of the board. The
formalization of the MQTT commands is reported in Table 1 - Appendix A.</p>
        <p>The SMARTER OS is written in C++ and is split into two modules, to be loaded separately
onto two ESP8266 boards, which compose a SMARTER device. Both modules must be set
with the same device_ID. The first one is the input module which manages the functioning
of the readers and the handling of MQTT messages for the events and states. Therefore, it
registers events on the RFID readers and communicates them to the MQTT broker as soon as
they happen. It also listens for state requests and communicates them to the broker, either the
full configuration or a single reader, according to the incoming request. The second one is the
output module which manages the actuators (the LED light and the speaker), i.e., the actions.
Therefore, it listens for messages containing commands and performs the according action. The
tiles are loaded with any string value of 255 bytes. The semantics of the tile (e.g., if it represents
a digit, a symbol, etc.) is not interpreted by the OS, but by the SMARTER Engine (Subsection
2.3). The tiles can be written with any RFID writer compatible with Mifare®.</p>
        <p>The implementation of an operating system to manage the basic operations of the device
allows it to work stand-alone, regardless of the integration with other software modules. In
fact, a SMARTER device could be even controlled remotely by directly sending and receiving
handcrafted MQTT messages that follow the formalism defined in Table 1 - Appendix A. This
allows easier debugging and testing, since the functioning is completely encapsulated and
uncoupled from the games’ logic (independently of the tiles representing numbers, letters, etc.).
Moreover, complex behavior could be simulated by a human agent in a Wizard-of-Oz fashion.</p>
      </sec>
      <sec id="sec-1-3">
        <title>2.3. SMARTER Engine</title>
        <p>A SMARTER Engine is the core of the game’s logic. It is the module that defines the semantics
and the high-level behavior of rules and interprets the values of tiles. A rule is defined as a
single event that, if verified, triggers one or more actions; a rule also contains zero or more
states logically disjunct or conjunct (i.e., linked together by OR or AND statements). A rule
also has a unique identifier. A game is defined by a set of one or more rules and works with a
specific tile set. A tile, which carries a string value, is interpreted according to the tile set used
by the engine. For example, the tile set “Arithmetic” may contain tiles such as digits (from 0 to
9), symbols (=, &lt;, &gt;), and operators (+, -, ×, ÷); these values are parsed starting from the raw
string values contained in a tile which represent the corresponding digit, symbol or operator.</p>
        <p>Each engine defines a set of primitives (actions, events, and states), which can be arbitrarily
complex and/or domain-specific. For example, an engine can define the logic for the event
“A digit greater than 5 is placed”, or for the state “The board is empty”. The engine reads and
interprets rules that are defined in a specific JSON format. Rules can be manually written or be
produced as the output of an EUD interface like SENSATION (see subsection 2.4), thus working
with human-readable rules (referred to as “Rules” in Figure 1). In this way, it is possible to define
distinct engines that implement diferent logics in diferent domains. Clearly, to be compatible
with the system, an EUD tool must produce JSON rules that only contain primitives that are
defined in the engine. A SMARTER Engine manages an MQTT channel to communicate with
one or more SMARTER devices, receiving basic events, requiring states, and executing actions.
Each SMARTER device can connect to at most one SMARTER Engine. This architecture allows
the developer to create an engine that manages two or more SMARTER devices as if they were
a single board, notably increasing the available positions for defining games using up to 10, 15,
or more tiles. Any server can be used to implement the engine, as long as it can function as an
MQTT client. Currently, we use Node-RED, a visual task automation tool that easily allows
communication over MQTT and the definition of JavaScript-written submodules to implement
a specific logic (as visible under “Server” in Figure 1).</p>
      </sec>
      <sec id="sec-1-4">
        <title>2.4. End-User Development: SENSATION</title>
        <p>The functionalities of SMARTER can be customized through SENSATION [19], an End-User
Development platform that supports trigger-action programming. We have implemented
language primitives in SENSATION (currently only for math games) to enable teachers themselves
to define new games (see Figure 2.4). Specifically, they can compose extended Trigger-Action
rules in the form: “DO action(s) WHEN event WHILE state(s)”, cf. [21, 22]. Primitives for
actions consist of commands to control visual and acoustic feedback (e.g., “Turn on blue LED
SMARTER” ). States and events describe, respectively, the operations that teachers and children
can perform on the tool (i.e., insertion and removal of tiles) and the tool configuration at that
moment. An example of an event description is “WHEN a digit tile is inserted”, while an example
of a state is “WHILE the position to the right of the inserted tile is empty”.</p>
        <p>SENSATION allows the software developer to define custom primitives sets (for actions,
events, and states) to reflect the logic inside a SMARTER engine (“Primitives sets” in Figure
1). Obviously, the same primitives must be already defined within the SMARTER engine.
SENSATION is written in Laravel and Vue.js and runs on an Apache web server. User-defined
rules are saved in a MySQL database in a JSON format compatible with a SMARTER Engine;
the latter can access these rules via MySQL Client/Server protocol and interpret them.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Conclusions and Future Work</title>
      <p>In this demo, we presented SMARTER 2.0, which embodies our goals of creating a more flexible
system. To achieve this purpose we applied modifications at design level and re-engineered the
architecture. Currently, SMARTER 2.0 only supports the creation of math games, but we are
working on the production of an engine for using this device in other domains, such as language
(using tiles from a to z) and music (using tiles with notes). Also, we aim to fully leverage
the system modularity by combining multiple SMARTER modules, allowing more complex
and expressive game solutions depending on the teachers’ goals (e.g., column operations,
mathematical expressions, or words that need more than 5 slots). The value of our work, even
imagining possible future scenarios, is the possibility to empower teachers in choosing the game
domain, how many modules to use, creating new games, and deciding the feedback. During the
demonstration, we will allow participants to create rules using SENSATION and observe their
behavior directly on a version of SMARTER 2.0.</p>
    </sec>
    <sec id="sec-3">
      <title>Acknowledgments</title>
      <p>This work is partially supported by the Italian Ministry of University and Research (MIUR)
under grant PRIN 2017 “EMPATHY: EMpowering People in deAling with internet of THings
ecosYstems”. The research of Francesco Greco is funded by a PhD fellowship within the
framework of the Italian “D.M. n. 352, April 9, 2022”- under the National Recovery and Resilience
Plan, Mission 4, Component 2, Investment 3.3 - PhD Project “Investigating XAI techniques to help
user defend from phishing attacks”, co-supported by “Auriga S.p.A.” (CUP H91I22000410007).
Procedings of the Second Conference on Creativity and Innovation in Design, 2011, pp.
211–220.
[15] G. Erfurt, E. Hornecker, J. Ehlers, S. Plaschkies, Hands-on math: A training system for
children with dyscalculia, in: Extended Abstracts of the 2019 CHI Conference on Human
Factors in Computing Systems, 2019, pp. 1–6.
[16] M. Andrao, G. Desolda, F. Greco, R. Manfredi, B. Treccani, M. Zancanaro, Smarter: an iot
learning game to teach math, in: Proceedings of the 2022 International Conference on
Advanced Visual Interfaces, 2022, pp. 1–3.
[17] W. H. Lucow, An experiment with the cuisenaire method in grade three, American</p>
      <p>Educational Research Journal 1 (1964) 159–167.
[18] R. A. Abreu-Mendoza, L. Coulanges, K. Ali, A. B. Powell, M. Rosenberg-Lee, From
nonsymbolic to symbolic proportions and back: a cuisenaire rod proportional reasoning
intervention enhances continuous proportional reasoning skills, Frontiers in Psychology
12 (2021) 633077.
[19] G. Desolda, F. Greco, F. Guarnieri, N. Mariz, M. Zancanaro, Sensation: an authoring
tool to support event–state paradigm in end-user development, in: Human-Computer
Interaction–INTERACT 2021: 18th IFIP TC 13 International Conference, Bari, Italy, August
30–September 3, 2021, Proceedings, Part II 18, Springer, 2021, pp. 373–382.
[20] M. Andrao, G. Desolda, F. Greco, R. Manfredi, B. Treccani, M. Zancanaro, End-user
programming and math teachers: an initial study, in: Proceedings of the 2022 International
Conference on Advanced Visual Interfaces, 2022, pp. 1–3.
[21] J. Huang, M. Cakmak, Supporting mental model accuracy in trigger-action programming,
in: Proceedings of the 2015 acm international joint conference on pervasive and ubiquitous
computing, 2015, pp. 215–225.
[22] M. Zancanaro, G. Gallitto, D. Yem, B. Treccani, Improving mental models in iot end-user
development, HUMAN-CENTRIC COMPUTING AND INFORMATION SCIENCES 12
(2022).</p>
    </sec>
    <sec id="sec-4">
      <title>A. Appendix: SMARTER OS MQTT primitives</title>
      <p>Type</p>
      <p>Topic
Action</p>
      <p>&lt;device_ID&gt;/action
Action
Action
&lt;device_ID&gt;/action
&lt;device_ID&gt;/action
Action</p>
      <p>&lt;device_ID&gt;/action
Action</p>
      <p>&lt;device_ID&gt;
Event</p>
      <p>&lt;device_ID&gt;/event
Event
&lt;device_ID&gt;/event</p>
      <p>
        Payload
value:&lt;file_name&gt;
value:””
&lt;device_ID&gt;/state
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]{reader : &lt;i&gt;, value: &lt;x&gt;}
Turn LED on with the color specified
in &lt;color&gt;in RGB values (R,G,B)
Turn LED of
Reboots the device
A tile with value &lt;x&gt;has been placed
in position &lt;i&gt;
A tile with value &lt;x&gt;has been
removed from position &lt;i&gt;
Returns the full board state (5
reader/value objects)
      </p>
    </sec>
  </body>
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