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A field study of understanding
1. A Field Study of Understanding
Child’s Knowledge, Skills and Interaction
towards Capacitive Touch Technology (iPad)
Laili Farhana Md Ibharim¹, Maizatul H.M. Yatim² & Norhayati Borhan³
Computing Department
Universiti Pendidikan Sultan Idris
1
2. INTRODUCTION
The use of touch screen devices and application have
become a current trend and gaining momentum
among today’s society (Young et al, 2012).
Psychologists mutually agreed on the importance of
discovery learning which in playing, children’s
creativity and skill can be supported and developed.
(Maizatul, 2009).
The existence of various games application played on
the devices can be benefit by children to manipulate
and interact with the technology due to enhance
creativity and skill of children while playing.
2
3. INTRODUCTION
Statistic shows the top eight mobile
operating system productions that support
capacitive touch technology in a year
Statistic shows the Android application
user’s activity using their tablet
3
4. OBJECTIVE OF THE STUDY
Main Goal:
To identify the knowledge, skill and interaction of children
in the computer game application using capacitive touch
technology.
Research Objectives:
1. To identify children knowledge of the capacitive
touch technology;
2. To identify the skills (child’s sense and movement) in
handling the capacitive touch technology; and
3. To identify the interaction involved between a child
and the touch screen technology.
4
5. METHODOLOGY OF THE
STUDY
• 20 children aged 8 years old in
Tanjong Malim, Perak.
• The study conducted in games
laboratory, UPSI.
Sample
and study
location
• Observation checklist,
questionnaire and video
recording.
• The observation session was
assisted by 20 facilitators.
Instrument
and
strategy of
study
5
6. METHODOLOGY OF THE
STUDY
Session Time Activity
1
t x 20
respondents
Four types of games application downloaded
from Apps Store were played. Time (t) for the
respondent to finish every single game was
noted down. Video recording was used (how
they handle the iPad 2). Observation method
was carried out based on the items on a
checklist form.
2 5 minutes x
20
respondents
Questionnaire (smileyometer) was distributed
to each respondent after they finish all the
games.
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7. FINDING OF THE STUDY
Objective 1: Identification of children's knowledge
about capacitive touch technology.
• Affordable for most families in
Malaysia.
• Opportunity from parents.
• Children should be exposed to
gadgets.
• Help in the development of
creativity, attitude towards learning
and the emergence of new social
patterns.
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8. FINDING OF THE STUDY
Objective 2: Identifying the skills (child’s sense and
movement) in handling the capacitive touch technology.
• The children can use and handle
iPad 2 independently in their own
way.
• Ergonomic factors.
• Motor skills.
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9. FINDING OF THE STUDY
Objective 3: Identifying the interaction involved between
a child and the touch screen technology.
1. The process of learning requires an
individual child to be skeptical.
2. Today’s children growing up in the
textual landscape created through
digital technologies.
3. Language problem to communicate
between user and application.
4. Children nature which like to try
and have high curiosity.
5. Can be seen from their facial
expressions and speech.
1 2 3 4 5
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10. SUMMARY OF THE STUDY
Children these days better known as Z generation which
lived in a much more forward in terms of technology .
The skills, knowledge and enthusiasm in playing game
using the iPad reflect their way in operating the
technology.
We do not have to worry about this technological
development particularly to children, if all parties,
especially parents, teachers and the community together
monitor the requirement and uses.
So that it can be leveraged to produce more creative,
innovative and competitive future generation.
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11. REFERENCES
J.G. Young, M. Trudeau, D. Odell, K. Marinelli, and J.T. Dennerlein, “Touch-screen tablet user configurations and case-
supported tilt affect head and neck flexion angles,” Work, vol. 41(1), pp. 81–91, 2012.
M. Y. Maizatul Hayati, Children, Computer and Creativity: Usability Guidelines for Designing A Game Authoring Tool for
Children. PhD Dissertation, Otto-Von-Guericke University of Magdeburg, Germany, 2009.
AdMob by Google: A report on a tablet survey, Available:
http://services.google.com/fh/files/blogs/AdMobTabletSurvey.pdf, March 2011.
M. I. Laili Farhana & M. Y. Maizatul Hayati, A usability study with children and SmartBoard technology: Improving our
methods in data collecting and gathering technique. In M. I. Rozhan (Eds.), Open education: Towards a ubiquitous
learning environment. Malaysia: Pearson Custom Publishing, 2012.
M. I. Laili Farhana, An alternative method for collecting and gathering data using smartboard application in the field of
interaction design and children (IDC). Master Thesis, Sultan Idris Education University, Malaysia, 2011.
C. Villamor, D. Willis, and L. Wroblewski, “Touch Gesture: Reference Guide” [Online], Available:
http://static.lukew.com/TouchGestureGuide. pdf, 2013.
Michael Cohen Group LLC, “Young Children, Apps and iPad,” Research undertaken as part of the evaluation activities of
the US Department of Education Ready to Learn Program [Online], Available: http://mcgrc.com/wp-
content/uploads/2012/06/ipad-study-cover-page-report-mcg-info_new-online.pdf, 2013.
C. Burnett, “Technology and literacy in early childhood educational settings: A review of research,” Journal of Early
Childhood Literacy, vol. 10(3), pp. 247-270, 2010.
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