Bridging Digital and Physical Educational Games Using RFID/NFC Technologies

The physical educational games and the traditional psycho-pedagogical methodologies are deeply based on the manipulation of objects. The opportunity derived by some low-cost technologies could join the physical world with the digital tools creating Augmented Reality Environments based on the concept...

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Main Authors: Orazio Miglino, Andrea Di Ferdinando, Raffaele Di Fuccio, Angelo Rega, Carlo Ricci
Format: Article
Language:English
Published: Italian e-Learning Association 2014-09-01
Series:Je-LKS : Journal of e-Learning and Knowledge Society
Online Access:https://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/959
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spelling doaj-a2e968c026f14e59ac58bb730a8e143a2020-11-25T00:19:15ZengItalian e-Learning AssociationJe-LKS : Journal of e-Learning and Knowledge Society1826-62231971-88292014-09-0110310.20368/1971-8829/959Bridging Digital and Physical Educational Games Using RFID/NFC TechnologiesOrazio Miglino0Andrea Di Ferdinando1Raffaele Di Fuccio2Angelo Rega3Carlo Ricci4CNRAidvanced s.r.l.Aidvanced s.r.l.Università di Napoli Federico IIWalden InstituteThe physical educational games and the traditional psycho-pedagogical methodologies are deeply based on the manipulation of objects. The opportunity derived by some low-cost technologies could join the physical world with the digital tools creating Augmented Reality Environments based on the concepts of Internet of Things (IoT). This connection has all the capacities to enhance the traditional educational games played in the schools or at home with the digital tools in order to create more exiting learning activities and more appropriate for the new digital natives. In this field, the RFID/NFC technology seems to be a natural candidate due to its natural predisposition to be heavily connected to real objects and send the signal to the digital devices. In this paper, we describe how the RFID/NFC technology could be used to connect digital and physical didactic materials in this hybrid approach. We present three different applications and prototypes: a) Block-Magic, it is an educational games based on well-known Logic Blocks material in the framework of an European project (I); b) Walden PECS Communicator (II) a platform based on Picture Exchange Communication System (PECS) a worldwide methodology to enhance communication skills in autistic persons; c) WandBot (III, IV), a learning environment that combines toy robots, RFID-technology and serious games for scientific dissemination in science centreshttps://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/959
collection DOAJ
language English
format Article
sources DOAJ
author Orazio Miglino
Andrea Di Ferdinando
Raffaele Di Fuccio
Angelo Rega
Carlo Ricci
spellingShingle Orazio Miglino
Andrea Di Ferdinando
Raffaele Di Fuccio
Angelo Rega
Carlo Ricci
Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
Je-LKS : Journal of e-Learning and Knowledge Society
author_facet Orazio Miglino
Andrea Di Ferdinando
Raffaele Di Fuccio
Angelo Rega
Carlo Ricci
author_sort Orazio Miglino
title Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
title_short Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
title_full Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
title_fullStr Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
title_full_unstemmed Bridging Digital and Physical Educational Games Using RFID/NFC Technologies
title_sort bridging digital and physical educational games using rfid/nfc technologies
publisher Italian e-Learning Association
series Je-LKS : Journal of e-Learning and Knowledge Society
issn 1826-6223
1971-8829
publishDate 2014-09-01
description The physical educational games and the traditional psycho-pedagogical methodologies are deeply based on the manipulation of objects. The opportunity derived by some low-cost technologies could join the physical world with the digital tools creating Augmented Reality Environments based on the concepts of Internet of Things (IoT). This connection has all the capacities to enhance the traditional educational games played in the schools or at home with the digital tools in order to create more exiting learning activities and more appropriate for the new digital natives. In this field, the RFID/NFC technology seems to be a natural candidate due to its natural predisposition to be heavily connected to real objects and send the signal to the digital devices. In this paper, we describe how the RFID/NFC technology could be used to connect digital and physical didactic materials in this hybrid approach. We present three different applications and prototypes: a) Block-Magic, it is an educational games based on well-known Logic Blocks material in the framework of an European project (I); b) Walden PECS Communicator (II) a platform based on Picture Exchange Communication System (PECS) a worldwide methodology to enhance communication skills in autistic persons; c) WandBot (III, IV), a learning environment that combines toy robots, RFID-technology and serious games for scientific dissemination in science centres
url https://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/959
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