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Developing a Software Framework for Adaptive Interactive Kiosks. On the design and implementation of educational games for a young audience in an unpredictable environment. CURRENT STATUS The software framework includes : Foundation user and administration interfaces Three games, including
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Developing a Software Framework for Adaptive Interactive Kiosks On the design and implementation of educational games for a young audience in an unpredictable environment • CURRENT STATUSThe software framework includes: • Foundation user and administration interfaces • Three games, including • “Choosing” (e.g., “Choose the yellow bug.”) • “Counting Parts” (e.g., legs, wings, etc.) • “Counting Bugs” (e.g., “Count the ladybugs.”) • Slideshow • Modular database-driven design • Basic behavior tracking • Correct/incorrect • Monitoring usage and tweaking, preparing for opening • GOAL To design and develop interactive software for use on touch-screen kiosks at the Lincoln Children's Zoo for children 3 to 5 years old, with: • Visually simplistic interface that is easy to navigate • Responsive behavior • Fun, engaging, and educational games • Ability to track and record use patterns • Easily maintainable and extendable design (using the Runtime Revolution) • Database-driven design (using SQLite) Users Administrators Manage Games Play Games • CHALLENGES Some problems and challenges encountered were: • Communicating game instructions: • Children cannot read, so use few words and sentences • Facilitate navigation through exploration with visual cues • Unpredictability in environment: • Short attention spans • Short usage time • Many users alternating • Collecting useful behavior information: • High amount of “noise” • Unpredictable usage duration • Designing touch-screen user interface • On-screen controls, including keyboard, image browser, color chooser, administrator access panel • Robust “hidden” administrator access • FUTURE WORKFuture work may include: • Developing additional games • Improving the visual interface • Web-based administration and management • Extensions to basic behavior tracking and recording • Analyzing recorded usage data to identify behavioral tendencies, learning abilities/progress, etc., for • User modeling and behavior learning • Adaptive “intelligent” interface, that • Adjusts to fit user’s skill level on the fly • Modifying complexity of interface based on behavior (e.g., adding text for “smart” users) Students Michael Gubbels Computer Science Faculty Sponsors Dr. David Brooks Teaching, Learning, and Teaching Education Dr. Leen-KiatSohComputer Science and Engineering Lincoln Children’s Zoo Lucinda Faunce Mimi Wickless