Examining Artificial Intelligence Toys and Robots Features on Children’s Developmental Domains and Learning Skills

Authors

  • Athifah Utami Pre-doctoral Researcher, Child Tech Lab, Universitat Oberta de Catalunya, (Spain)
  • Prof. Lucrezia Crescenzi-Lanna Child Tech Lab, Universitat Oberta de Catalunya, (Spain)

DOI:

https://doi.org/10.5281/zenodo.21415576

Keywords:

AI Toys, Educational Robots, Developmental Domains, Children, Content Analysis

Abstract

AI toys and robots are among the many advanced technological devices in the Internet of Things (IoT) ecosystem. These technologies have been rapidly entering children´s everyday life (in play and learning). The IoT devices in the education domain can be characterized by their ability to connect via Wi-Fi or Bluetooth, their personalized design features and their embedded sensors. Only a few studies explored how these elements could be aligned with children’s development and learning. This study aims to analyse AI toys and robots’ characteristics and functionalities and its possible implication in early-childhood classrooms and other educational environments. Using structured observation with a specific guideline, a quantitative content analysis approach was used to examine the features of 20 AI toys and robots available on the market. The results suggest that in early childhood education contexts, AI toys could be introduced and used as an educational resource based on their potential for children’s learning and play experience. The analysis reveals a co-presence amongst features related to children’s socio-emotional development, the use of computer vision and natural language processing. Similarly, the characteristics that could promote physical and motor development through play are associated with the possibility of movement and gestures of the devices. The associations found between the functionalities present in AI toys and robots that incorporate AI suggest that they could be used for specific educational purposes, which is consistent with previous empirical studies, such as interactivity, thinking skills, physical development, and social learning. While the implication related to data capture indicates the necessity to strengthen privacy and address the risks associated with children as users.

References

Aguilera, C. A., Castro, A., Aguilera, C., & Raducanu, B. (2024). Voice-Controlled Robotics in Early Education: Implementing and Validating Child-Directed Interactions Using a Collaborative Robot and Artificial Intelligence. Applied Sciences, 14(6), 2408. https://doi.org/10.3390/app14062408

Amorim, A. N., Jeon, L., Abel, Y., Felisberto, E. F., Barbosa, L. N. F., & Dias, N. M. (2020). Using Escribo Play Video Games to Improve Phonological Awareness, Early Reading, and Writing in Preschool. Educational Researcher, 49(3), 188–197. https://doi.org/10.3102/0013189x20909824

Angeli, C., & Valanides, N. (2020). Developing young children’s computational thinking with educational robotics: An interaction effect between gender and scaffolding strategy. Computers in Human Behavior, 105, 105954. https://doi.org/10.1016/j.chb.2019.03.018

Ar?c?, F. (2023). The Effect of Augmented Reality Technology on Environmental Thinking, Environmental Behavior and Attitude toward Environment Variables in Science Lesson. I?d?r Üniversitesi Sosyal Bilimler Dergisi, (33), 191–207. https://doi.org/10.54600/igdirsosbilder.1244979

Beccaluva, E., Riccardi, F., Gianotti, M., Barbieri, J., & Garzotto, F. (2022). VIC — A Tangible User Interface to train memory skills in children with Intellectual Disability. International Journal of Child-Computer Interaction, 32, 100376. https://doi.org/10.1016/j.ijcci.2021.100376

Beh, E. J. (2012). Simple correspondence analysis using adjusted residuals. Journal of Statistical Planning and Inference, 142(4), 965–973. https://doi.org/10.1016/j.jspi.2011.11.004

Berson, I. R., Berson, M. J., McKinnon, C., Aradhya, D., Alyaeesh, M., Luo, W., & Shapiro, B. R. (2023). An exploration of robot programming as a foundation for spatial reasoning and computational thinking in preschoolers’ guided play. Early Childhood Research Quarterly, 65, 57–67. https://doi.org/10.1016/j.ecresq.2023.05.015

Bird, J., & Edwards, S. (2015). Children learning to use technologies through play: A Digital Play Framework. British Journal of Educational Technology, 46(6), 1149–1160. https://doi.org/10.1111/bjet.12191

Blaisdell, A. P. (2023). Play as the Foundation of Human Intelligence: The Illuminating Role of Human Brain Evolution and Development and Implications for Education and Child Development. Journal of Evolution and Health, 1(1), 9. https://doi.org/10.15310/2334-3591.1016

Brito, R., Dias, P., & Oliveira, G. (2018). Young children, digital media and smart toys: How perceptions shape adoption and domestication. British Journal of Educational Technology, 49(5), 807–820. https://doi.org/10.1111/bjet.12655

Chung, J. (2025). Bridging Social Learning with Technology: The Use of a Social Robot in Preschool Development. Archives of Design Research, 38(1), 73–93. https://doi.org/10.15187/adr.2025.02.38.1.73

Coninx, A., Baxter, P., Oleari, E., Bellini, S., Bierman, B., Henkemans, O., Cañamero, L., et al. (2016). Towards long-term social child-robot interaction: using multi-activity switching to engage young users. Journal of Human-Robot Interaction, 5(1), 32–67. https://doi.org/10.5898/JHRI.5.1.Coninx

de Castro Rodrigues, D., de Siqueira, V. S., da Costa, R. M., & Barbosa, R. M. (2022). Artificial Intelligence applied to smart interfaces for children’s educational games. Displays, 74, 102217. https://doi.org/10.1016/j.displa.2022.102217

de Jong, C., Kühne, R., Peter, J., van Straten, C. L., & Barco, A. (2020). Intentional acceptance of social robots: Development and validation of a self-report measure for children. International Journal of Human-Computer Studies, 139, 102426. https://doi.org/10.1016/j.ijhcs.2020.102426

De Jong, C., Peter, J., Kühne, R., & Barco, A. (2024). Children’s Acceptance of a Domestic Social Robot: How It Evolves over Time. ACM Transactions on Human-Robot Interaction, 13(2), 1–20. https://doi.org/10.1145/3638066

De La Guia, E., Camacho, V. L., Orozco-Barbosa, L., Lujan, V. M. B., Penichet, V. M., & Pérez, M. L. (2016). Introducing IoT and Wearable Technologies into Task-Based Language Learning for Young Children. IEEE Transactions on Learning Technologies, 9(4), 366–378. https://doi.org/10.1109/TLT.2016.2557333

European Parliament. (2025, November 25). Toy safety: how the revised EU rules protect children. https://www.europarl.europa.eu/topics/en/article/20211202STO18649/toy-safety-how-the-revised-eu-rules-protect-children

European Parliament, & Council of the European Union. (2024). Regulation (EU) 2024/2847 of the European Parliament and of the Council of 23 October 2024 on horizontal cybersecurity requirements for products with digital elements and amending Regulations (EU) No 168/2013 and (EU) 2019/1020 and Directive (EU) 2020/1828 (Cyber Resilience Act). Official Journal of the European Union, L, 2024/2847. https://eur-lex.europa.eu/eli/reg/2024/2847/oj

Henschel, A., Laban, G., & Cross, E. S. (2021). What Makes a Robot Social? A Review of Social Robots from Science Fiction to a Home or Hospital Near You. Current Robotics Reports, 2(1), 9–19. https://doi.org/10.1007/s43154-020-00035-0

Hoffman, G., & Ju, W. (2014). Designing robots with movement in mind. Journal of Human-Robot Interaction, 3(1), 91–122. https://doi.org/10.5898/JHRI.3.1.Hoffman

Jiang, X., Hu, Z., Wang, S., & Zhang, Y. (2023). A Survey on Artificial Intelligence in Posture Recognition. Computer Modeling in Engineering & Sciences, 137(1), 35––82. https://doi.org/10.32604/cmes.2023.027676

Johnson, J. E., & Christie, J. F. (2009). Play and Digital Media. Computers in the Schools, 26(4), 284–289. https://doi.org/10.1080/07380560903360202

Krippendor, K. (2004). Content Analysis: An Introduction to its Methodology. Sage Publications.

Liao, Z., Mao, Q., Qin, Y., Yuan, J., & Zhu, R. (2025). Hinst: Human-Like Interactive Instinct Enables Robots to Robustly Accomplish Universal Tasks. Advanced Science, 12(39), e09483. https://doi.org/10.1002/advs.202509483

Ling, L., Yelland, N., & Dickson-Deane, C. (2026). Young children’s Internet of Toys play at home: Status quo and associations with academic performance. Computers & Education, 242, 105505. https://doi.org/10.1016/j.compedu.2025.105505

Lund, H. H. (2001). Adaptive robotics in entertainment. Applied Soft Computing, 1(1), 3–20. https://doi.org/10.1016/S1568-4946(01)00002-3

Marsh, J., Plowman, L., Yamada-Rice, D., Bishop, J., & Scott, F. (2016). Digital play: a new classification. Early Years, 36(3), 242–253. https://doi.org/10.1080/09575146.2016.1167675

Mayoral, R. M., Helmi, A., Logan, S. W., & Fitter, N. T. (2024). GoBot Go! Using a Custom Assistive Robot to Promote Physical Activity in Children. IEEE Journal of Translational Engineering in Health and Medicine, 12, 613–621. https://doi.org/10.1109/JTEHM.2024.3446511

McStay, A., & Rosner, G. (2021). Emotional artificial intelligence in children’s toys and devices: Ethics, governance and practical remedies. Big Data & Society, 8(1), 2053951721994877. https://doi.org/10.1177/2053951721994877

Panelli, E., Guerrieri, L., & Bonarini, A. (2025). Play robots to develop competences. Frontiers in Robotics and AI, 12, 1646523. https://doi.org/10.3389/frobt.2025.1646523

Podpe?an, V. (2023). Can You Dance? A Study of Child–Robot Interaction and Emotional Response Using the NAO Robot. Multimodal Technologies and Interaction, 7(9), 85. https://doi.org/10.3390/mti7090085

Ray, P. P., Dash, D., Salah, K., & Kumar, N. (2020). Blockchain for IoT-Based Healthcare: Background, Consensus, Platforms, and Use Cases. IEEE Systems Journal, 15(1), 85–94. https://doi.org/10.1109/JSYST.2020.2963840

Ríos Rincón, A. M., Rodríguez-Dueñas, W. R., Quiroga Torres, D. A., Bohórquez, A. F., & Miguel-Cruz, A. (2022). Children’s Imaginaries of Robots for Playing With. International Journal of Social Robotics, 14(2), 463–477. https://doi.org/10.1007/s12369-021-00803-8

Rudenko, I., Rudenko, A., Lilienthal, A. J., Arras, K. O., & Bruno, B. (2024). The Child Factor in Child–Robot Interaction: Discovering the Impact of Developmental Stage and Individual Characteristics. International Journal of Social Robotics, 16(8), 1879–1900. https://doi.org/10.1007/s12369-024-01121-5

Scotti, V. (2020). Artificial intelligence. IEEE Instrumentation & Measurement Magazine, 23(3), 27–31. https://doi.org/10.1109/MIM.2020.9082795

Skalski, P. D., Neuendorf, K. A., & Cajigas, J. A. (2017). Content Analysis in the Interactive Media Age. In K. A. Neuendorf (Ed.), The Content Analysis Guidebook (pp. 201–242). SAGE Publications. https://doi.org/10.4135/9781071802878.n7

Subahi, A. F., & Bouazza, K. E. (2020). An Intelligent IoT-Based System Design for Controlling and Monitoring Greenhouse Temperature. IEEE Access, 8, 125488–125500. https://doi.org/10.1109/ACCESS.2020.3007955

Torpegaard, J., Knudsen, L. S., Linnet, M. P., Skov, M. B., & Merritt, T. (2022). Preschool children’s social and playful interactions with a play-facilitating cardboard robot. International Journal of Child-Computer Interaction, 31, 100435. https://doi.org/10.1016/j.ijcci.2021.100435

Vygotsky, L. S. (1967). Play and Its Role in the Mental Development of the Child. Soviet Psychology, 5(3), 6–18. https://doi.org/10.2753/RPO1061-040505036

Wang, X., Yin, N., & Zhang, Z. (2021). Smart design of intelligent companion toys for preschool children. Artificial Intelligence for Engineering Design, Analysis and Manufacturing, 35(2), 151–164. https://doi.org/10.1017/S0890060420000499

Wilks, T., Gerber, R. J., & Erdie-Lalena, C. (2010). Developmental Milestones: Cognitive Development. Pediatrics In Review, 31(9), 364–367. https://doi.org/10.1542/pir.31-9-364

Xiao, W., & Gonçalves, A. (2025). Intelligent toys, complex questions: A literature review of artificial intelligence in children’s toys and devices. Big Data & Society, 12(4), 20539517251389860. https://doi.org/10.1177/20539517251389860

Xiong, Z., Liu, Q., & Huang, X. (2022). The influence of digital educational games on preschool Children’s creative thinking. Computers & Education, 189, 104578. https://doi.org/10.1016/j.compedu.2022.104578

Yang, W., Ng, D. T. K., & Gao, H. (2022). Robot programming versus block play in early childhood education: Effects on computational thinking, sequencing ability, and self-regulation. British Journal of Educational Technology, 53(6), 1817–1841. https://doi.org/10.1111/bjet.13215

Yi, H., Liu, T., & Lan, G. (2024). The key artificial intelligence technologies in early childhood education: a review. Artificial Intelligence Review, 57(1), 12. https://doi.org/10.1007/s10462-023-10637-7

Younis, H. A., Ruhaiyem, N. I. R., Ghaban, W., Gazem, N. A., & Nasser, M. (2023). A Systematic Literature Review on the Applications of Robots and Natural Language Processing in Education. Electronics, 12(13), 2864. https://doi.org/10.3390/electronics12132864

Downloads

Published

2026-07-19

How to Cite

Athifah Utami, & Prof. Lucrezia Crescenzi-Lanna. (2026). Examining Artificial Intelligence Toys and Robots Features on Children’s Developmental Domains and Learning Skills. Comunicar, 34(86), 137–156. https://doi.org/10.5281/zenodo.21415576

Issue

Section

Research Article