Citation: Duji´ c Rodi´ c, L.; Stanˇ ci´ c, I.;
ˇ
Coko, D.; Perkovi´ c, T.; Grani´ c, A.
Towards a Machine Learning Smart
Toy Design for Early Childhood
Geometry Education: Usability and
Performance. Electronics 2023, 12,
1951. https://doi.org/10.3390/
electronics12081951
Academic Editors: Mohammad Jafari
and Rania Hodhod
Received: 23 March 2023
Revised: 11 April 2023
Accepted: 18 April 2023
Published: 21 April 2023
Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
electronics
Article
Towards a Machine Learning Smart Toy Design for Early
Childhood Geometry Education: Usability and Performance
Lea Duji´ c Rodi´ c
1,
* , Ivo Stanˇ ci´ c
1
, Duje
ˇ
Coko
1
, Toni Perkovi´ c
1
and Andrina Grani´ c
2
1
Faculty of Electrical Engineering, Mechanical Engineering and Naval Architecture, University of Split,
32 Ruąera Boškovi´ ca, 21000 Split, Croatia; istancic@fesb.hr (I.S.); dcoko@fesb.hr (D.
ˇ
C.); toperkov@fesb.hr (T.P.)
2
Faculty of Science, University of Split, Ruąera Boškovi´ ca 33, 21000 Split, Croatia; andrina.granic@pmfst.hr
* Correspondence: dujic@fesb.hr
Abstract: This study presents the design and evaluation of a plush smart toy prototype for teaching
geometry shapes to young children. The hardware design involves the integration of sensors,
microcontrollers, an LCD screen, and a machine learning algorithm to enable gesture recognition
by the toy. The machine learning algorithm detects whether the child’s gesture outline matches the
shape displayed on the LCD screen. A pilot study was conducted with 14 preschool children to assess
the usability and performance of the smart toy. The results indicate that the smart toy is easy to use,
engages children in learning, and has the potential to be an effective educational tool for preschool
children. The findings suggest that smart toys with machine learning algorithms can be used to
enhance young children’s learning experiences in a fun and engaging way. This study highlights
the importance of designing user-friendly toys that support children’s learning and underscores the
potential of machine learning algorithms in developing effective educational toys.
Keywords: IoT; smart toy; machine learning; early childhood education; geometry; usability;
human–computer interaction
1. Introduction
The Internet of Things (IoT) has emerged as a revolutionary technology that connects
various devices and systems to a network, allowing them to communicate and exchange
data, thus revolutionizing the way we interact with the world around us. The proliferation
of the IoT has ushered in a new era of smart and interconnected systems capable of
improving efficiency, automating processes, and improving quality of life. This technology
has found uses in a variety of industries, including healthcare, agriculture, transportation,
smart cities, and energy [1]. In recent years, the integration of IoT in education has been a
growing trend, offering innovative solutions for teaching and learning [2]. IoT technology
has the potential to create interactive and immersive learning experiences that can improve
student engagement, motivation, and learning outcomes due to the low-cost functionalities
of smart devices [3]. These devices can collect and analyze data to improve educational
quality and help educators make informed decisions [4]. As a consequence, they promote
creativity, critical thinking, communication, and collaboration, leading to the development
of higher-order thinking skills among learners [5]. Furthermore, the IoT can help bridge
the digital divide by providing students with equal access to education regardless of their
location or socioeconomic status [6].
Children, in particular, are benefiting from the incorporation of the IoT in education,
since their daily activities primarily focus on the manipulation of physical materials such
as toys [7]. Various IoT integration methods for child users have been investigated in
this regard. For example, a study presented in [8] sought to improve the vocabulary
learning of foreign language children by using multimodal cues in a task-based learning
system composed of an educational robot and a 3D book powered by the IoT. According
Electronics 2023, 12, 1951. https://doi.org/10.3390/electronics12081951 https://www.mdpi.com/journal/electronics