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Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications

Published: 15 October 2017 Publication History

Abstract

Sisu is a gamified learning application designed to assist school-aged children who are struggling to read. Sisu utilizes readily-available technology to promote learning at home, with unique elements tied to the learning experience: (1) a spelling game with (2) an empathic agent, and (3) a mini-game. The empathic agent utilizes a facial action coding system (FACS) to recognize core expressions of the child user and respond to the child's affect in-game. We anticipate that Sisu's accessible and affective nature will not only support children's emotional needs, but the addition of gamified elements will motivate them to practice reading and assist them in their learning objectives.

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cover image ACM Conferences
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
October 2017
700 pages
ISBN:9781450351119
DOI:10.1145/3130859
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 15 October 2017

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Author Tags

  1. at-risk children
  2. education
  3. empathy
  4. engagement
  5. gamification
  6. intelligent agents
  7. motivation
  8. reading acquisition

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CHI PLAY '17 Extended Abstracts Paper Acceptance Rate 46 of 178 submissions, 26%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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