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This research explores the efficacy of using Sifteo Cubes—intelligent, tangible manipulatives—to train visual perspective taking (VPT) skills in children. The primary objective was to design enjoyable, usable games that assist five-year-olds and children with learning disabilities in mastering the ability to perceive the world from another person's viewpoint. By leveraging the physical nature of the cubes, the study aimed to facilitate physically distributed learning, where children utilize bodily movements and object manipulation to simplify complex cognitive tasks.
The methodology involved an iterative, player-centered design process conducted over seven weeks, incorporating feedback from a psychomotor therapist and a sample of six children. Following the design phase, an experiment was conducted with eight preschoolers to evaluate usability, engagement, and potential learning effects. Participants engaged with two distinct games: the Fish Game, which focuses on neighboring cubes in a stationary setup, and the Penguin Game, which requires physical movement through space to interact with distributed cubes. Data were collected via pre-tests and post-tests, alongside observational analysis of the children's strategies and interaction patterns.
Key findings indicate that tangible interfaces successfully support VPT training, even for children who struggle with traditional paper-based exercises. Participants demonstrated a significant, albeit moderate, improvement in VPT scores between pre-test and post-test assessments. Observational data confirmed that children spontaneously employed epistemic actions—such as rotating their bodies or moving cubes—to reduce cognitive load. While no clear preference emerged between the two game styles, the study concludes that tangible manipulatives provide a more effective and motivating environment than static 2D materials. Future research with larger sample sizes and control groups is recommended to validate these short-term learning effects and explore long-term skill retention.
European Conference on Games Based Learning (ECGBL) · 2025