In child-robot interactions focused on language learning, tablets are often used to structure the interaction between the robot and the child. However, it is not clear how tablets affect children’s learning gains. Real-life objects are thought to …
The L2TOR project explores the use of social robots for second language tutoring. This paper presents an experiment in preparation to investigate the effects of two educational scaffolding features (adaptation/personalization and iconic gestures), …
In order to test the eventual impact of uncanny feeling, as theorized by the Mori’s concept of uncanny valley, on learning, we proposed to a class of 26 pupils of mean age 8 years 5 months to visualize The Polar Express and Dark Crystal movies and to …
For robot tutors, autonomy and personalizations are important factors in order to engage users as well as to personalize the content and interaction according to the needs of individuals. This paper presents the Programming Cognitive Robot (ProCRob) …
There is a worldwide need for tools to assist young children who learn English as a second language (ESL). The authors have been implementing two approaches to designing robot/child interaction activities for ESL children : one-on-one learning in …
PRINTEPS (Practical INTEligent aPplicationS) is a total intelligent application development platform that integrates 5 types of sub systems (knowledge-based reasoning, speech dialog, image sensing, manipulation and machine learning). This paper shows …
There is a growing body of multidisciplinary research on how robotic systems can be deployed in education and training by providing personalized tutoring session to the user. Socially Assistive Robotics (SAR) is an efficient tool for educational and …
In this paper I present a microanalytical sequential analysis of people's interactions with a small humanoid robot, in which they play a word formation game together. The analysis reveals two ways of engaging with the robot and suggests that …
This research explores the concept of edutainment where the basics of programming are introduced to children while playing a game with a social humanoid robot. The goal of the game is to exit the maze - the child is asked by the robot to make it walk …
This paper considers a science lesson given through mediation of the humanoid RoboThespian to groups of school students (grades 5-7) at the science museum MadaTech. The lesson included theoretical explanations, hands-on experiments, and a knowledge …