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International Journal of Child-Computer Interaction 29 (2021) 100347

Contents lists available at ScienceDirect

International Journal of Child-Computer Interaction


journal homepage: www.elsevier.com/locate/ijcci

Research paper

Maya: An artificial intelligence based smart toy for pre-school children



Mevlüde Akdeniz , Fatih Özdinç
Afyon Kocatepe University, Afyonkarahisar, Turkey

article info a b s t r a c t

Article history: Toys are valuable educational tools that, while entertaining, they also help in childhood development.
Received 22 October 2020 Traditional instructional materials do not adequately take into account children’s individual develop-
Received in revised form 7 May 2021 ment abilities. New instructional materials should be developed so that children can obtain education
Accepted 29 June 2021
in accordance with their own learning pace and learning processes. The possible benefits to be drawn
Available online 7 July 2021
from smart devices that cater to more than one sensory organ simultaneously and the inferences to
Keywords: be drawn from scenarios utilizing such instructional materials are amazing. The aim of this study
Smart toys was to develop a smart toy using artificial intelligence in order to support the concept development
Artificial intelligence of preschool children in terms of numbers, shapes, animals and colors. In this study, the design and
Concept teaching development process of the smart toy Maya is explained. Maya is a humanoid robot that supports
Pre-school children children in learning at their own pace and can determine what and how to teach and to which child.
Educational robots It is an intelligent tutoring system that can perform image processing and natural language processing
in the teaching process. Maya is being able to recognize its user, to interact, and to manage learning
activities according to the learning speed of the child. A design-based research method was used in
the study. A needs analysis was conducted during the design phase of the smart toy, and the attributes
that a toy should provide to help the acquisition of the concept by children were determined. A toy
prototype was developed within the framework of the determined criteria. Preschool teachers were
interviewed about the prototype toy. Improvements were made to the toy in response to its perceived
flaws as well as other feedback, and the second iteration of the smart toy was developed. The toy’s
shortcomings were discovered through interviews and were then removed, and the toy was given its
final form. An interactive smart toy which can be used for both individual and group activities was
developed at the end of research. In this study, the educational, hardware and software components of
the smart toy are emphasized, and a framework for the smart toy design and the development process
is provided.
© 2021 Elsevier B.V. All rights reserved.

1. Introduction & Nastasi, 1999). Due to the pandemic caused by the Covid-
19 virus, the changes experienced in many areas around the
From character development to social roles, play provides chil- world also directly affect educational environments. Distance
dren with natural learning environments, enabling them to de- learning processes are currently changing learning habits. Where
velop socially, mentally, emotionally and physically children are physically away from their teachers, supporting their
(Özer, Gürkan, & Ramazanoğlu, 2006). Since a child can learn by learning process is an important issue. This gives importance to
playing games, playful learning activities can enable the child technologies appropriate to children’s learning needs.
to learn many subjects without difficulty, with fun, and can
Toys are the most basic and indispensable game materials,
facilitate the understanding of educational content (Aral, Gürsoy,
enabling children to understand their environment, give them
& Köksal, 2000; Chang, Liang, Chou, & Lin, 2017). Technology
the opportunity to gain certain experiences, learn social roles,
can be used in the gamification of learning activities. The use of
contribute to areas of development, and keep them learning
technology in education provides children with opportunities to
demonstrate their learning individually, making it easier for chil- voluntarily or involuntarily while they spend free time (Cinel,
dren to consider their individual differences and continue their 2006; Metin, Mercan, & Kavak, 2017). Toys can also support the
education according to their own interests and needs (Clements process of gaining information.
Smart toys are the state of classic toys enriched with techno-
∗ Corresponding author. logical content for a chosen purpose. Unlike other toys, smart toys
E-mail addresses: akdenizmevlude@gmail.com (M. Akdeniz), have the ability to adapt to changing situations, to interact with
fatihozdinc@gmail.com (F. Özdinç). children, give feedback, sound warnings, give hints, etc. (Kara,

https://doi.org/10.1016/j.ijcci.2021.100347
2212-8689/© 2021 Elsevier B.V. All rights reserved.
M. Akdeniz and F. Özdinç International Journal of Child-Computer Interaction 29 (2021) 100347

2015). In their study, Lampe and Hinske (2007) stated that tra- 1.2. Aim of the research
ditional toys supported by multimedia content such as audio and
video can make games fun and instructive. Smart toys provide The aim of this research is to investigate of design and de-
children with many opportunities to support creative play, to velopment of a smart toy using artificial intelligence techniques
encounter events they may not experience in normal life, and to and create a road map in this regard in order to support the
engage in collaborative learning (Miller, 2019). Through the new development of preschool children’s concepts of number, shape,
functions that smart toys provide, the development process of animal and color. The smart toy being developed is planned to
educational robots has started, and the use of these robots in the be an intellectual tutoring system and an individualized training
educational environment has begun. material that teaches concepts to the child in accordance with
their own learning pace. It is hoped that technology will posi-
1.1. Educational robots tively contribute to the education of children who interact with
it and who are interested in it.
The rapid development of robotic systems allows robots to be
used outside factories, leading to increased studies on human– 1.3. The importance of the research
robot interaction (Zlotowski, Weiss, & Tscheligi, 2011). Educa-
tion is one of the areas where human–robot interaction can be
When studies on the use of artificial intelligence techniques
utilized. Studies are being carried out on the use of robots in
in education are examined and classified according to their sam-
education, educational robots are being developed, these robots
ples, it is observed that the target audience of the studies is
are being tested in the classroom environment, and studies are
usually university students. There are a limited number of stud-
being carried out to identify and improve the more inadequate
ies on artificial intelligence involving preschool and elementary
aspects of robots. To give an example of these studies, Tanaka and
students (Ponce et al., 2017; Williams, 2018). Research is gener-
Kimura (2010) developed a robot to enrich educational environ-
ally focused on educational software and distance learning sys-
ments in preschool education classes and persistently observed
tems (Aktaş & Doğan, 2011; Öcal, 2016). With educational soft-
the development of socialization between children and robots.
ware and distance education systems, information can be trans-
Hashimoto, Kobayashi, Polishuk, and Verner (2013) examined the
ferred to the user with items such as text, video, and audio. In
interaction of a pre-programmed humanoid robot with students
the preschool period, the use of concrete materials, unlike educa-
in a science course. Lapeyre et al. (2014) developed an open
tional software, can make the content easier to understand (Fisch,
source robot that can imitate the physical movements of another
McCann Brown, & Cohen, 2001). It is thought that smart toys can
person. The robot was used in student drama and dance training.
be used in the education of preschool children and can contribute
Yun et al. (2011) developed a robot called Engkey that a teacher
to the cognitive development of the child playing with the toy.
can control remotely and used it in teaching English. Lee, Noh,
Lee, Lee, and Lee (2010) developed a robot called Mero to try This raises the need to develop a smart toy that is designed with
teaching primary students sounds and pronunciation. Studies on the individual learning differences and learning speeds of the
the use of robots in education include design and application children, is technologically equipped, and that will be used to
processes (Conti, Cirasa, Di Nuovo, & Di Nuovo, 2019; Han, Jones, provide children with concepts suitable to their developmental
& Jo, 2008). In the studies carried out, the educational robots periods. Kara and Çağıltay (2020) designed and developed smart
developed were used in educational environments. It is concluded toys for preschool children, but the smart toy developed in the
that robots are a good educational tool for students and a good current study has artificial intelligence support.
supplementary material for teachers (Amanatiadis, Kaburlasos, It is thought that the research may be a source of future
Dardani, & Chatzichristofis, 2017; Hamdan, Amorri, & Hamdan, studies on the use of artificial intelligence in education and that
2017). the use of artificial intelligence techniques in teaching material
Given the fact that educational robots need to be and teaching software development will contribute to student-
pre-programmed for the subject they teach, it is not possible centered education, to addressing the deficiency in the literature,
to maintain classroom control in non-educational situations that and to technological material design developed for preschool
may develop in the classroom. The fact that children, like teach- children.
ers, cannot direct the process according to the emotional state
of the children indicates that these robots cannot replace teach- 2. Method
ers; these robots can only be used by teachers as an auxiliary
aid (Sharkey, 2015). The development of educational robots with In this study, an educational material was designed and uti-
artificial intelligence techniques can increase the functionality lized, and the effects of supporting concept acquisition were
and fitness of these robots. examined in order to facilitate preschool children’s learning of
Artificial intelligence is a discipline that aims to model mental animal names and to support concept development of color,
functions with mathematical formulas and apply them to sys- number and shape.
tems. High-level cognitive processes such as generalization and
meaning making are performed by a computer or a machine
controlled by a computer (Nabiyev, 2012). Sağıroğlu, Beşdok, and 2.1. Research design
Erler (2003) describe artificial intelligence as the use of human
brain functions such as thinking, interpreting and learning for In the study, a design-based research method was used. The
problem-solving purposes by mimicking them with program- design-based research method is a systematic method in which
ming methods. The equipment used in education is transformed analysis, design, development and application steps are repeated
into materials that mimic the thinking skills of intelligent crea- in a planned manner until the desired result is achieved, and
tures, adapt to different conditions, and communicate by de- where the designers and participants work in collaboration in
veloping and strengthening learning with artificial intelligence a real practice environment and certain steps are carried out to
techniques (Uğur & Kınacı, 2006). improve educational practices (Wang & Hannafin, 2005).
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M. Akdeniz and F. Özdinç International Journal of Child-Computer Interaction 29 (2021) 100347

Table 1 reliability calculation, and 87% compliance was determined in the


Demographic characteristics of teachers participating in the study.
calculation. The fact that the result is over 70% indicates that the
Demographic Variables N %
research is reliable.
Gender Male 7 87,5
Female 1 12,5
Education Undergraduate 5 62,5 2.5. Development of the smart toy Maya
Master’s degree 3 37,5
Experience 1–4 years 2 25
In order to design an educational material within the frame-
5–10 years 2 25
More than 10 years 4 50 work of the criteria determined, the smart toy then entered the
Total 8 100 design phase. The design and development process of the smart
toy is shown in Fig. 1.
As seen in Fig. 1, a needs analysis study was performed
with the preschool teachers in the study group during the pre-
2.2. Participants
implementation period to decide what kind of materials teachers
The study’s participants included eight preschool teachers and students needed. By evaluating the appropriate gains for the
who taught in two kindergartens during the 2019–2020 academic age group, the strategies for achieving these gains were deter-
year. Teachers were coded as T1-T2 in the study. Table 1 displays mined using applicable literature and expert opinions. Within the
the demographic information for participating teachers. context of the obtained results, it was intended to design a smart
The majority of the teachers taking part are female, under- toy and provide the children with the benefits by use of a toy. The
graduate, and have more than ten years of experience. Three first iteration of the smart toy concept was created in response
interviews were conducted with the teachers, including needs to the needs identified. Preschool teachers tested and analyzed
analysis, prototype interview and focus group interview. Infor- the first version of the smart toy. The toy was tested in terms of
mation was given about the toy developed at each meeting. Since design and usability, and the smart toy’s flaws were discovered.
data satisfaction was achieved in the interviews with 8 teachers Using the collected data, design changes were made, and the last
during the needs analysis process, the same was continued with version of the smart toy design was developed.
8 teachers in the next process. To support children’s acquisition of color concepts, a prototype
toy was designed and developed. The toy is made up of four big
2.3. Instruments and data collection and four small teddy bears in various colors. With the aid of RFID
technology, the smart toy can identify and verbalize the colors of
Before the smart toy design, a needs analysis was carried out small toys brought closer to it.
to determine what kind of materials are needed in education Teachers were interviewed about the prototype. It was stated
and what properties these materials should have. The needs that the prototype design was effective in supporting color learn-
analysis was conducted as a literature review and interviews with ing in younger age groups, but was insufficient in scope to sup-
preschool teachers. A needs analysis interview form consisting of port concept learning. Besides the concept of color, the inclusion
12 open-ended questions was used in the interviews. Some of the of concepts such as shapes and animals in the scope was sug-
questions included were: What are the materials that are often gested by the teachers. In the prototype, a screenless interaction
used in concept teaching? Is the educational software designed was preferred, with the approach that children playing with
for preschool children capable of meeting the needs of children’s a toy without a screen would be more appropriate for their
cognitive development? In light of the available materials, what development. However, since learning this situation limits the
features of the materials do you believe should be developed to number of concepts to be supported, it was concluded that it
improve the effectiveness of teaching? would be appropriate to switch to a screened design. It was
Following the completion of the smart toy design, two focus stated that the prototype toy does not provide an individualized
group meetings were held with groups of four to determine the
learning process. Teachers suggested developing a toy that offers
teachers’ opinions about the smart toy. A teacher interview form
an individualized learning experience.
consisting of 15 open-ended questions was used in the interview.
The following suggestions were determined regarding the in-
Some of the questions included were: What are your general
creased usability of the toy: increasing the size of the toy; design-
thoughts about smart toys? What do you think about the design
ing it in a humanoid appearance to make it more attractive and to
of the toy? Considering the toy’s suitability for the purpose of
evoke a sense of friendship; increasing the sound level so that it
development, what are the points you think are missing in the
can be used in crowded environments; adding voice control and
design?
touch control features instead of physical buttons; and, increasing
It was stated to the teachers that the data received from them
would remain confidential and their voluntary participation was the variety of concepts taught by the toy. The shortcomings and
ensured. The data obtained were recorded in the interview form. improvements identified as a result of the analysis served as a
The interviews lasted approximately 26–34 min. guide for the final toy’s development.
The final version of the smart toy was obtained by modifying
2.4. Data analysis the visual design of the prototype toy, increasing the number
of concepts taught, and increasing the interaction choices, all in
A content analysis method was used to analyze qualitative accordance with the teachers’ opinions. The general components
data. The data obtained from the interviews with teachers were of the developed smart toy are shown in Fig. 2.
organized in Nvivo 11 qualitative data analysis program, and ‘‘Maya’’ is the name given to the created smart toy. As seen in
free codes and tree codes were created. The suitability of the Fig. 2, the toy includes activities for teaching children number,
codes and subthemes created to express the information ob- form, color, and animal names. During the toy’s development
tained from the records of teacher interviews was examined by process, it was aimed to create an intelligent tutoring system us-
a different expert, and the codes were finalized by eliminating ing artificial intelligence techniques, with this intelligent tutoring
the differences of opinion that emerged. The reliability formula system knowing who, what, and how to teach and assisting the
recommended by Miles and Huberman (1994) was used in the child in learning at his/her own pace.
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M. Akdeniz and F. Özdinç International Journal of Child-Computer Interaction 29 (2021) 100347

Fig. 1. Iterative design and development process of the smart toy.

Fig. 2. Components of the smart toy.

2.5.1. Content and application of concept learning activities of the phase of the application activity, the concepts that the child does
toy not know are determined, and learning activities are carried out
Maya is a smart toy with learning activities developed to teach by showing the child tales, songs and videos related to these
children the concepts of number, shape, color and animal names. concepts. In the second phase of the implementation activity,
The aim of these activities is to enable the child to learn at his questions are not asked concerning learned concepts, but rather
or her own pace of learning and self-learning. Activities consist focus is on concepts determined to not have been learned. At the
of two parts: learning and practice. When Maya is given the end of the second stage, the concepts that cannot be learned with
command to start the game, the concept selection menu shown tales and songs are explained. Fig. 6 shows the activity of applying
in Fig. 3 is displayed on the toy’s touch screen. color concepts.
After selecting the concept to be learned from this menu, Each correct answer is given feedback with the sound of
the section selection menu shown in Fig. 4, where learning or applause and some animation. For the wrong answers, animation
application sections can be selected, is displayed on the screen.
informing the child that the answer is wrong is displayed. Chil-
In the learning section, the child is expected to bring the toy
dren who know all the questions of a given concept are directed
representing a concept to Maya, watch the short video that tells
to other concept activities, while children who do not reach
what the concept is, and receive information. The video of the
adequate learning levels are encouraged to repeat the learning
concept is shown on the screen and the most prominent feature
section.
of the concept is highlighted. These videos are played on the
screen, with the toy being zoomed in. For example, the video that In the numbers teaching section, children are given tales and
opens when the red toy is shown to Maya is called ‘‘the color of songs about numbers. In the practice section, children stick small
this toy is red’’, and the red color is shown on the screen. Using red balls on a curtain. Maya detects and tells the number of
RFID technology, Maya recognizes small toys representing colors, balls she detects with her camera. Fig. 7 shows the application
animals and shapes. Designed concept toys are shown in Fig. 5. of numbers.
In the learning section, the child can do as many repetitions Children continue the activity by increasing or decreasing the
as he or she wants without time constraints and can also move balls on the curtain. The child can experiment as much as he/she
to the implementation stage whenever he or she wants. wants.
In the application section, the child is expected to find and It must be emphasized that Maya was designed to provide
show the toy belonging to the concept Maya said. In the first motivation for the sake of enhancing its instructive character.
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Fig. 3. Concept selection menu.

Fig. 4. Section selection menu.

Fig. 5. Concept toys.

Akar (2018) stated that addressing a child by name means valuing child audibly and to ask the child questions through conversa-
the child, and that the person addressed by name is easily accus- tional interaction. The child can manage the toy by speaking and
tomed to, and adapts to, the given environment. For this reason, start learning activities through voice command.
Maya has been developed to meet its user, remember him/her
later, and address him/her by name during the activity process.
2.5.2. Stylistic features of Maya
One’s name is a value that the individual has and cares about.
Smart toy Maya looks like a humanoid robot. Small toys rep-
The numerical data of the child’s concept learning process are
recorded together with the child’s name. This data can be shared resenting different concepts are used together with Maya in
with the child’s family and teachers. At the end of the game, concept learning activities. The preschool teachers’ recommenda-
parents or teachers can view in detail how many correct and how tions, the age level of the children, the physical characteristics,
many wrong answers the child has made for a given concept with and the placement of the toy’s hardware elements were all taken
the help of an app developed to work on the Android operating into account in the design of the toy’s visual features. Fig. 6 shows
system. In addition, the toy can send game results to a defined the smart toy Maya.
e-mail address. The body of Maya is similar to the bodily features of a 5-year-
The voice assistant feature was added to enhance Maya’s ac- old child, though it is half-sized, not having a lower body. In the
cessibility. Considering that preschool children are illiterate, the toy design, interactive features are also taken into account besides
aim of this feature is to explain the game’s instructions to the the visual features.
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used for 3D printing of the robot’s head. Mouth, head and eye
movements are provided by servo motors. A microphone and
speaker were used to allow the user to give voice commands and
talk to the toy.

2.5.3.2 Maya’s software components Maya’s ability to interact


with children, to communicate, to know which concept and how
to teach which child is realized through artificial intelligence
software. The software needed to introduce these features to
Maya is written in Python, which has a structure suitable for
the use of artificial intelligence algorithms. Python libraries were
used for image processing, video playback, creating the user
interface, and translating text into sound and vice versa. Maya
uses its camera to perform real-time image processing and facial
recognition with the help of OpenCV. Haar Cascade classifier is
used to identify the face in the captured picture frame. The haar
Cascade classifier is pre-trained to introduce the human facial
structure. After face detection, 30 photo frames of this face are
taken and a data set is created. The elements of the dataset are
matched with an ID number defined for each user. Maya learns
the faces of children by training deep learning’s artificial neural
network. An artificial neural network is an artificial intelligence
technique that enables learning by evaluating experiences (Uğur
Fig. 6. Color concept application activity. & Kınacı, 2006). The faces detected by the camera compare with
the faces in the dataset and the person is recognized. 1500 pieces
of preliminary facial image data from 50 individuals were used to
2.5.3. Technical features of Maya assess the accuracy output of the facial recognition system. 75%
Maya was developed by assembling hardware components of the images added to the data collection were used as training
and programming these components to function properly. images, while 25% were used as test images. The accuracy ratio
is the number of correctly labeled samples divided by the total
2.5.3.1 Maya’s hardware components A Raspberry Pi 3 computer number of samples. The system’s facial recognition accuracy rate
was used in the development of Maya. The Raspberry Pi has USB, was calculated as 96%.
HDMI, camera inputs and GPIO pins. Due to these input–output In order for the child to communicate by talking to Maya and
units, a screen, camera, sensors, and electronic modules can be to direct it with voice commands, the voice must be converted
easily used with it. The toy’s body features a 7-in. touch screen into writing and the writing to sound. gTTS (Google Text-to-
that can play videos and allows for the selection of activities. The Speech), Speech Recognition and PyAudio libraries were used for
RFID card reader is located at the bottom of the screen. The card this. gTTS provides a fluent, smooth transition and natural speech.
reader reads the ID numbers of the cards inside the small toys to Natural Language Processing (NLP) algorithms, a sub-branch of
determine which concept the toy belongs to. A camera is placed at artificial intelligence, were used to help Maya understand con-
the top of the screen. The camera is used for object detection and versations and to answer questions.
facial recognition operations. The LED lights on the toy’s mouth The Tkinter tool was used to create the graphical interface dis-
create a speaking effect while the toy is flashing and talking. The played on Maya’s screen. The width and height of these buttons
head part of the toy was prepared with 3D printing and the face were designed in the largest possible size, associated with pic-
is humanoid. Inmoov open source robot project drawings were tures that clearly describe each game, and no written statement

Fig. 7. The concept of numbers application activity.

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Table 2 T2: ‘‘One of the most important features of the toy is that it sup-
Teacher opinions about the design of the smart toy. ports individual learning. Providing the child to learn according
Theme Sub-Themes Codes to his own pace, determining what he cannot learn and arranging
Teacher opinions about the Visual design Drawing attention the learning process, and giving the child unlimited opportunities
design of the smart toy. Size to repeat are indicators of individual learning material’’.
Physical structure
Instructional design Individuality T6: ‘‘When you look at the working logic of the toy, you can see
İnstructive that it is designed for individual learning, but I think it is also very
Group training suitable for group activities. During the activity, children can help
Multimedia design Audio and learn from each other’’.
Video
User interface design Accessibility When the toy was evaluated within the scope of multimedia
User friendly design, it was stated that the visual and audio elements used are
Age suitability suitable for the purpose and are interesting. Some views on the
Multimedia Design subtheme are as follows:

T7: ‘‘Speaking of the toy, answering the questions aloud, explain-


is used in consideration of the fact that children in preschool do
ing what to do to the child by talking makes it easier for the
not know how to read.
child to use the toy and makes the toy more interesting. The
The most advanced of the software that provides students
voice of speech is very clear. The sound level should be adjustable
with appropriate methods are intelligent teaching systems where
considering that it will also be used in crowded environments.’’
artificial intelligence and computer technologies are used to-
gether (Almurshidi & Naser, 2017). Using the developed intellec- T8: ‘‘The tales and songs shown to the child about the concepts
tual tutoring system algorithm, the correct and incorrect numbers fit the purpose. Increasing the number of these videos would
are determined in the application section of animal, shape and be good for diversity. Videos shown to students who answered
color activities, and the concepts that the child cannot learn are questions correctly both entertain the students and increase their
determined. In the second phase of the event, concept education willingness to continue the activity and thereby garner further
is carried on by focusing on concepts that the child does not applause’’.
know.
In the game developed to teach numbers, the image taken When evaluating the user interface design of the toy, it was
instantly from the Raspberry Pi camera to determine the number stated that it has the characteristics of being user-friendly, ac-
of red balls on the screen is processed with the OpenCV library cessible and age-appropriate, and the following suggestions were
and the Haar Cascade classifier. The number of balls adhering to provided to increase the usability:
the curtain is separated from those on the ground and is counted.
An Android application was developed so that parents or T1: ‘‘The fact that the toy tells the child what to do in the game
preschool teachers can follow the learning process and examine and the simple and convenient use of the touch screen show
numerical data relating to the learning process. The Android app together that the toy is user-friendly and accessible’’.
was prepared with App Inventor. T4: ‘‘Children get bored quickly at that age, and they can’t read
The content of the application includes information about yet. I think the most important criterion for game preference is
which concepts the child answered correctly and how many age-appropriateness. It’s good there’s no writing in the game. I
questions were answered incorrectly. Raspberry Pi uploads the particularly liked the teaching of numbers. The kid can be very
data to the internet server and that data is accessed via Android.
active in the game. I think the question–answer section was a bit
long because the number of animals in the part where animals
3. Results
are taught is too high. This can be shortened a little so that
the children are not bored, or the number of questions can be
The design dimension of the artificial intelligence based smart
determined accordingly by adding an age option. Thus, the age
toy, which was developed to teach concepts to children, was
evaluated by the teachers during the interview. Visual design, suitability of the toy would increase’’.
Instructional Design, Multimedia Design, User Interface Design
subthemes and codes related to the theme of teachers’ opinions 4. Discussion
about the design of the smart toy have been created. The theme
and sub-themes are shown in Table 2. In terms of its visual design aspect, the smart toy has been
While the toy capably attracts children’s attention in terms of found by teachers to attract the attention of children and en-
its visual design and is sufficient in size, it was stated that the courage them to learn. Öztürk (2001) states that children are
perceived missing parts of the smart toy, which has a humanoid interested in stimulants in the classroom and that they need
appearance, should be completed. Some views on the Visual to discover a stronger stimulus to attract their attention. It is
Design subtheme are as follows: thought that the smart toy can perform the first step of educa-
tion, drawing attention by acting as a strong stimulus with the
T3: ‘‘The toy’s appearance is remarkable. It answers questions, its physical and functional features that children have not previ-
eyes move, it has a humanoid face’’. ously discovered. Considering the age group and average physical
T5: ‘‘I like the overall look of the toy, but I think it has some characteristics of the children, the toy’s dimensions were found
shortcomings. For example, the toy has a head and body, but it is appropriate. Tanaka and Kimura (2010) found that children are
good for body integrity to have feet as well’’. more motivated to interact with humanoid robots that are larger
than traditional toys but smaller in size than the child itself. It
When the toy was evaluated in terms of instructional design, can be said that the toy developed in the described dimensions
it was stated that the toy was good for both group activities is effective in the child’s willingness to play. The lack of legs,
and individualized education, and that it can provide learning by ears and hair of the toy has been expressed by the teachers as
having fun. Some views on the subtheme of Instructional Design the characteristics of the toy that need to be developed from a
include: physical point of view. Having a person’s face and body shape
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instead of a cartoon character will enable the toy to appeal to 5. Conclusion and implications
children of both sexes. Dinella, Weisgram, and Fulcher (2017)
stated that the rate at which gender-neutral toys are preferred This study aims to examine a smart toy design and develop-
by boys and girls is greater than that of gendered toys such as ment process. As a result of the results obtained for this purpose
dolls or cars. This increases the preferability of the smart toy. and the discussion of these results with the relevant literature, a
The toy stands out as being a suitable material for individu- framework for smart toy design has been proposed.
alized education. Gordon et al. (2016) argued that technological In the framework of the findings obtained from the needs
training materials should be individualized so that no matter how
analysis made in the form of teacher interviews and the literature
improved, technological training can be no more successful than
review, the characteristics that should be included in a good ed-
individual education. It is expected that the smart toy, designed
ucational smart toy were determined. Accordingly, a good smart
as an intelligent tutoring system, will be used as an individualized
toy should be (Ekin, 2017; Kara, 2015; Zheng, Fan, & Chen, 2019)
educational material with the ability to determine who, what,
and how to teach, and to allow children to learn at their own
• interactive, supported with audio and visual elements, ap-
pace. Intelligent teaching systems enable individualized educa-
propriate for the age group, designed to take into account
tion regardless of time and space. In particular, the importance of
children’s cognitive characteristics; capable of providing in-
the intellectual training system is better understood today when
Covid-19 is an epidemic and formal education is not possible. dividual children with learning at his/her own pace.
Keleş (2007) stated that the teacher and the computer could be
In addition, it should have
replaced by developments in the field of artificial intelligence.
Considering certain problems that may be caused by problematic • the appearance and content to attract children’s attention, a
use of the Internet, it turns out that the intelligent tutoring 3-D, physical structure that children can touch, rather than
system should work independently thereof. In addition, consid-
a computer or tablet.
ering the user age group, it is practical to design the intellectual
tutoring system in the form of smart toys, rather than in the form Finally, a smart toy should
of a traditional computer.
In order to increase the willingness of children to play and • provide children with individualized learning opportunities,
continue a game, an increase in the diversity of songs and fairy allow children to control the game process and game mode.
tales explaining the concepts was suggested. Pillay (2002) stated
that the motivation source in games is entertainment and that
6. Limitations
people can gain necessary information by having fun. Rüzgar
(2005) stated that elements addressing the visual and auditory
senses in technological educational tools are effective in making Preschool teachers constituted the participants of this study,
children repeat the lesson and ensuring continuity of interac- which examines the design and development process of the smart
tion with the material. In this context, increasing the songs and toy Maya. Developing the smart toy with a participatory design
fairy tales in the game is expected to make the material more process involving child participants would enrich the work. The
entertaining and thus increase the motivation. participant group was limited to eight teachers, as it collected
Preschool teachers believe that the lack of written instructions data from the participants in three stages in the development
and the perception of voice commands make the toy easier to use, process.
that the screen size of the toy and the toy itself are large enough,
as well as that the sound of the toy is at a sufficient level and is Declaration of competing interest
clear, thereby increasing accessibility. Chiou, Schroeder, and Craig
(2019) found that in their studies on virtual people, sound quality The authors declare that they have no known competing finan-
does not affect learning significantly, but it does affect other cial interests or personal relationships that could have appeared
perceptions of virtual people, such as trust. As a result of these to influence the work reported in this paper.
characteristics, the toy has been evaluated as age-appropriate and
useful. In order for the toy to appeal to any age group and for
Acknowledgment
children to be asked a number of questions according to their
age, it has been suggested that an option be placed on the user
interface for age selection. This study was undertaken as the first author’s master’s thesis,
In the deep learning method used for image processing, the which was supervised by the second author and supported by
classification process accuracy rate depends on the excess num- Scientific Research Projects Coordination Unit of Afyon Kocatepe
ber of image frames used for training (Rathi, 2018). Kın (2019) University [Project Number: 18.FENBIL.68].
stated that trying to process excess data by increasing the num-
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