Interactive Toys for Storytelling Application (iTSA)
Interactive toys for story telling application is to develop a storybook by using an interactive technology.This project is design to be a learning tool for children which based on the information of Dusit Zoo. The interactive toys will be adapt to be an animal dolls which make it be alive. Also children learn the animal sound while they played with these interactive toys.
These entire animal dolls can tell a story if children used them to play with the storytelling map. This map is based on the map of Dusit Zoo. It is also an application to make this project be an interactive storytelling. Teacher can select and upload the information by using this application to integrate their knowledge, objective and suggestion to pass to children.
Children learn from the story by playing on these interactive toys with the storytelling map which needs a suggestion and guideline from their parents. This play-set enriches the children’s activities to play on the context and also enhances kids to improve their creativity and imagination. The purpose of the project is to implement the interactive toys as a standalone tools for Interactive Computing.
- To create Interactive Toys for kids.
- To integrate map to be a storytelling tools.
- To integrate the knowledge of Programing with Designing.
- To integrate the knowledge of Engineering with Art.
How to Play
In this project, we have design four modes of storytelling. First mode is the easiest storytelling, so-called “True or Fault”. Second mode is “Pre-Storytelling”. The third mode is “Self-Storytelling” which kids can make their own story by pre-setting sound. The last mode is “Match the Animal”.
Mode 1 : True and False
Kids have to find the correct location of that animal by put the toys on the location map. If kids put on the wrong location, kids have to try again and again until get the correct location.There are three effects to interact with player; Painting, Tracking and Text.
Mode 2 : Pre-Storytelling
Kids have to find the correct location of the story by put the toys on the correct location map. If kids put on the correct location, kids can to continue to play in the next step. If kids put on the wrong location, kids have to try again and again until get the correct location.
Mode 3 : Self-Storytelling
While kids put the interactive toys in any location it will make a situation sound like lighting, raining and racing sound.
Mode 4 : Match the Animal
Kids have to find the correct figure of that animal by put the toys on the location map. If kids put on the wrong location, kids have to try again and again until get the correct location.
- The connection key between in-classroom learning and out-of-classroom learning.
- To attract kids on learning via Dusit Zoo as a case study.
- To develop educational materials that support learning and playing in the same time.
- To develop Interactive Toys for kids.
- To implement Digital Storytelling tools.
- To enhance kids on creativity and imagination while playing.