MagicTales

dc.contributor.authorShahd Mohammed Soud Alawneh
dc.contributor.authorYasmeen Mahmoud Hasan Khaleel
dc.date.accessioned2026-07-07T10:16:22Z
dc.date.issued2025-09-14
dc.description--
dc.description.abstractEarly childhood education requires innovative methods that combine learning and entertainment to capture children’s attention and develop essential cognitive and literacy skills. This project presents the design and implementation of an Interactive Box for Kids, aimed at children aged 3–5 years. The system integrates physical storytelling with educational word games, enhanced by sensors, actuators, and wireless connectivity, to provide an engaging and educational experience. The box consists of two main modules. In the Story Module, a child selects from six educational stories using a keypad. A servo releases the chosen book, an RGB LED lights up with a unique color, and the DFPlayer Mini narrates the story aloud, encouraging reading habits and vocabulary development. The Game Module reinforces spelling through three progressive levels (3–5 letters). Children arrange RFID-tagged cards, which are scanned by a CNC rail. Correct answers trigger green LED feedback and success audio, while incorrect attempts produce red LED signals and hints, promoting active learning and problem-solving. A Parent Control Module allows parents to add new words via a 4×4 multi-tap keypad. Words are stored on an SD card and added to the game database. Parents can also track progress locally or through a mobile application connected via ESP32 Wi-Fi, ensuring real-time synchronization. Additional features include ultrasonic activation, automatic LED control via LDR, and continuous audio-visual feedback. Testing confirmed reliable performance: 95% ultrasonic accuracy, 97% LDR effectiveness, and a 92% success rate in word arrangement after hints. The results demonstrate that the Interactive Box is a robust, child-friendly system that successfully merges education and entertainment.
dc.description.sponsorship--
dc.description.statementofresponsibilityTraditional educational tools for young children often lack interactivity, engagement, and sensory stimulation. Many kids at the age of 3–5 years struggle to stay motivated when learning is limited to passive methods such as books or flashcards. Additionally, conventional games and learning approaches do not provide progressive challenges tailored to the child’s abilities, nor do they offer instant feedback through sounds, lights, or guidance. Therefore, there is a clear need for an interactive educational system that combines reading encouragement with playful learning, while also keeping the child entertained and motivated
dc.identifier.citation--
dc.identifier.other12116072
dc.identifier.urihttps://hdl.handle.net/20.500.11888/21141
dc.language.isoen
dc.publisherDr. Emad Natsheh
dc.relation.ispartofseries--; --
dc.subject.classificationInformation Technology
dc.supervisorDr. Emad Natsheh
dc.titleMagicTales
dc.title.alternative--
dc.typeGraduation Project
person.telephone970566502266

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