Abstract
At present it has become increasingly feasible to access popular multimedia contents (e.g., Netflix, Hulu, Disney, YouTube) by using set-top boxes such as Apple TV, FireTV, and game consoles such as XBox One, PS5 and Wii U. The input hardware provided by these devices made it possible to work with multimedia material in a natural way. In order to create an educational film system that allows playful interaction with educational video content, this study mimics some of the setups provided by these well-known platforms. The characters of award-winning educational TV shows like Mickey Mouse ClubHouse, WordWorld, Super Why, and others pose learning-based questions using diverse circumstances, and viewers discover the solutions while they wait. The film in our prototype is set up with learning questions at various intervals, allowing for interaction opportunities that promote active audience participation. The learners enter the right answers while interacting with the questions throughout those allotted timescales using Wii pointMe or Kinect gesture-based interactions. In order to test the viability of the suggested learning movie system, we also conduct tests in a smart learning environment and present our results.
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Notes
- 1.
XBox One, http://www.xbox.com.
- 2.
Playstation 5, http://www.playstation.com.
- 3.
Wii U, http://wii.com.
- 4.
Mickey Mouse ClubHouse, http://www.disneyjunior.ca/en/mmch.
- 5.
WordWorld, http://www.wordworld.com.
- 6.
Super Why, http://pbskids.org/superwhy.
- 7.
Annotation, http://www.youtube.com/t/annotations_about.
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Rahman, A.S.M.M., Abdikebir, M. (2024). Answering Mickey Mouse: A Novel Authoring-Based Learning Movie System to Promote Active Movie Watching for the Young Viewers. In: Arai, K. (eds) Intelligent Systems and Applications. IntelliSys 2023. Lecture Notes in Networks and Systems, vol 825. Springer, Cham. https://doi.org/10.1007/978-3-031-47718-8_55
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