Permission to make digital or hard copies of all or part of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for proft or commercial advantage and that copies bear this notice and the full
citation on the frst page. Copyrights for components of this work owned by others
than the author(s) must be honored. Abstracting with credit is permitted. To copy
otherwise, or republish, to post on servers or to redistribute to lists, requires prior
specifc permission and/or a fee. Request permissions from Permissions@acm.org.
TEI ‘23, February 26-March 1, 2023, Warsaw, Poland
© 2023 Copyright is held by the owner/author(s).
ACM ISBN 978-1-4503-9977-7/23/02.
https://doi.org/10.1145/3569009.3572804
ABSTRACT
This pictorial presents Periodic Fable (PF), an educational game’s
design and graphic interface that promotes a constructivist approach
to engage young children with Science, Technology, Engineering, and
Math (STEM) subjects. The game presents children with scientifc
content supported with an exploratory activity using physical cubes
manipulable through Tangible Interaction and Augmented Reality.
The game’s objective is to entertain children while engaging them
with the basics of chemistry and the Periodic Table. We refect
upon the combination of these immersive technologies, game-play
mechanics, and aesthetics geared towards conveying accurate
scientifc information through a ludic and entertaining approach. The
quantitative and qualitative results of a study with 20 children, showed
signifcant positive results in the participants’ learning outcomes and
engagement, thereby encouraging us to continue evaluating our
design system as a tool that can promote STEM Education.
Authors Keywords
Augmented Reality; Serious Games; Chemistry; Periodic Table;
Children.
CSS Concepts
•Human-centered computing~Human computer interaction
(HCI)~Interaction paradigms~Mixed / augmented reality
“Periodic Fable Discovery”
Using Tangible Interactions and Augmented Reality to Promote STEM Subjects
Sandra Câmara Olim
FCT, Universidade Nova de Lisboa
Caparica, Portugal and ITI/LARSys
solim@campus.fct.unl.pt
Valentina Nisi
Instituto Superior Tecnico, University of Lisbon
Lisboa, Portugal and ITI/LARSys
valentina.nisi@tecnico.ulisboa.pt
Elisa Rubegni
Lancaster University
Lancaster, UK
e.rubegni@lancaster.ac.uk
Periodic Fable use of AR allows children to discern and interact with the real environment while receiving additional digital information
from multiple perspectives. The TI is designed so that the child manipulates the cube to capture the graphics of a facet with the mobile
device camera. Game play elements are used to actively engage the user with the learning content.
Game-play
Tangible Interaction
Augmented Reality