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Engaging families around museum exhibits: comparing tangible and multi-touch interfaces 吸引家庭参观博物馆展品:比较有形和多点触摸界面
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394443
Michael S. Horn, Amartya Banerjee, David Bar-El, Izaiah Hakim Wallace
Over the last decade, large multitouch displays have become commonplace in museums and other public spaces. While there is preliminary evidence that exhibits based on tangible technologies can be more attractive and engaging for visitors than displays alone, very little empirical research has directly compared tangible to large multitouch displays in museums. In this paper, we present a study comparing the use of a tangible and a multitouch tabletop interface in an exhibit designed to explore musical rhythms. From an observation pool of 791 museum visitors, a total of 227 people in 82 groups interacted with one of the two versions of our exhibit. We share the exhibit design, experimental setup, and methods and measures. Our findings highlight advantages of tangible interaction in terms of attracting and engaging children and families. However, the two exhibits were equally effective at supporting collaborative interaction within visitor groups. We conclude with a discussion of the implications for museum exhibit design vis-à-vis visitor engagement and learning.
在过去的十年里,大型多点触控显示器在博物馆和其他公共场所已经变得司空见惯。虽然有初步证据表明,基于有形技术的展览比单纯的展示更能吸引游客,但很少有实证研究直接将博物馆中的有形技术与大型多点触控显示器进行比较。在本文中,我们提出了一项研究,比较了在一个旨在探索音乐节奏的展览中有形和多点触控桌面界面的使用。在791名博物馆参观者的观赏池中,共有82个小组的227人与我们的两个版本中的一个进行了互动。我们分享展览设计、实验设置、方法和措施。我们的研究结果强调了有形互动在吸引和吸引儿童和家庭方面的优势。然而,这两个展览同样有效地支持参观者群体之间的协作互动。最后,我们讨论了博物馆展览设计对-à-vis参观者参与和学习的影响。
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引用次数: 2
How do we design for concreteness fading? Survey, general framework, and design dimensions 我们如何设计混凝土褪色?概览、总体框架和设计尺寸
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394413
Sangho Suh
Over the years, concreteness fading has been used to design learning materials and educational tools for children. Unfortunately, it remains an underspecified technique without a clear guideline on how to design it, resulting in varying forms of concreteness fading and conflicting results due to the design inconsistencies. To our knowledge, no research has analyzed the existing designs of concreteness fading implemented across different settings, formulated a generic framework, or explained the design dimensions of the technique. This poses several problems for future research, such as lack of a shared vocabulary for reference and comparison, as well as barriers to researchers interested in learning and using this technique. Thus, to inform and support future research, we conducted a systematic literature review and contribute: (1) an overview of the technique, (2) a discussion of various design dimensions and challenges, and (3) a synthesis of key findings about each dimension. We open source our dataset to invite other researchers to contribute to the corpus, supporting future research and discussion on concreteness fading.
多年来,具体消退被用于设计儿童学习材料和教育工具。不幸的是,它仍然是一个没有明确的技术,没有一个明确的指导方针,如何设计它,导致各种形式的具体褪色和冲突的结果,由于设计的不一致性。据我们所知,目前还没有研究分析过在不同环境下实施的混凝土褪色的现有设计,制定了一个通用框架,或者解释了该技术的设计维度。这给未来的研究带来了几个问题,比如缺乏一个可供参考和比较的共享词汇,以及对学习和使用这种技术感兴趣的研究人员的障碍。因此,为了为未来的研究提供信息和支持,我们进行了系统的文献综述,并贡献:(1)技术概述,(2)讨论各种设计维度和挑战,以及(3)综合每个维度的关键发现。我们开放了我们的数据集,邀请其他研究人员为语料库做出贡献,支持未来对具体性衰落的研究和讨论。
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引用次数: 11
"When is the pressure zero inside a container? Mission impossible": 7th grade students learn science by constructing computational models using the much.matter.in.motion platform “容器内的压力何时为零?”《碟中谍》:七年级学生通过使用much.matter.in.motion平台构建计算模型来学习科学
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394442
Janan Saba, H. Hel-Or, S. Levy
The paper explores students' learning about gases in chemistry through constructing computational models of complex systems with the new Much.Matter.in.Motion platform (MMM; [7]). The design of MMM is based on the agent-based modelling approach to complex systems. The interface is governed by an epistemological structure into which programming blocks are integrated. They are inserted into one of three sections: properties, actions and interactions, for each population of entities. 22 Seventh-grade students' learning of science and systems concepts and modeling practices using the MMM are compared with 28 students' learning with a normative curriculum. Findings shows that conceptual learning is deeper and more integrated; the system's levels are better distinguished and related. Students' modeling expresses a gradual increase in explorative-ness and most importantly, show a gradual shift from relying on the external modeling platform to activating and developing their own internal mental models on the fly.
本文通过构建复杂系统的计算模型,探讨了学生对化学中气体的学习。[7])。MMM的设计是基于基于智能体的复杂系统建模方法。接口由一个认识论结构控制,其中集成了编程块。它们被插入到三个部分中的一个:属性、动作和交互,用于每个实体的填充。22七年级学生使用MMM学习科学和系统概念以及建模实践与28名学生使用规范课程的学习进行了比较。研究结果表明,概念学习更深入、更完整;系统的层次是更好地区分和关联。学生的建模表现出探索性的逐渐增强,最重要的是,表现出从依赖外部建模平台到动态激活和发展自己的内部心智模型的逐渐转变。
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引用次数: 3
An english language learning study with rural chinese children using an augmented reality app 使用增强现实应用程序对中国农村儿童进行英语学习研究
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394409
Min Fan, A. Antle
Augmented reality (AR) apps have the potential to support early English learning for children. However, few studies have investigated how children from rural low socio-economic status (SES) schools, who learn English as a foreign language (EFL) used and perceived an AR app in language learning. In this paper, we present an exploratory case study of 11 EFL children and four school teachers from a Chinese rural county who used an AR app (called AR PhonoBlocks), for one week. The goal of the app is to support children to learn the alphabetic principle of English. The key features are overlaid dynamic colour cues on 3D physical letters. We present the results including themes related to children's interactional behaviours and motivations, and rural teachers' feedback on the opportunities and concerns around using an AR app in a rural school context. We suggest design implications and future research directions for designing AR apps to support EFL children from low SES schools in early English learning.
增强现实(AR)应用程序有可能支持儿童早期英语学习。然而,很少有研究调查来自农村低社会经济地位(SES)学校学习英语作为外语(EFL)的儿童如何在语言学习中使用和感知AR应用程序。在本文中,我们提出了一个探索性案例研究,来自中国农村县的11名英语儿童和4名学校教师使用AR应用程序(称为AR PhonoBlocks)为期一周。这款应用的目标是帮助孩子们学习英语的字母原则。主要特点是在3D物理字母上叠加动态颜色线索。我们展示的结果包括与儿童互动行为和动机相关的主题,以及农村教师对在农村学校环境中使用AR应用程序的机会和关注点的反馈。我们建议设计AR应用程序以支持低社会经济地位学校的英语儿童早期英语学习的设计含义和未来的研究方向。
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引用次数: 16
Techniques for augmented-tangibles on mobile devices for early childhood learning 儿童早期学习移动设备上的增强有形技术
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394412
Victor Cheung, A. Antle, Shubhra Sarker, Min Fan, Jianyu Fan, Philippe Pasquier
Integrating physical learning materials with mobile device applications may have benefits for early childhood learning. We present three techniques for creating a hybrid tangible-augmented reality (T-AR) enabling technology platform. This platform enables researchers to develop applications that use readily available physical learning materials, such as letters, numbers, symbols or shapes. The techniques are visual marker-based; computer-vision and machine-learning; and capacitive touches. We describe details of implementation and demonstrate these techniques through a use case of a reading tablet app that uses wooden/plastic letters for input and augmented output. Our comparative analysis revealed that the machine-learning technique most flexibly sensed different physical letter sets but had variable accuracy impacted by lighting and tracking lag at this time. Lastly, we demonstrate how this enabling technology can be generalized to a variety of early learning apps through a second use case with physical numbers.
将物理学习材料与移动设备应用程序相结合可能对幼儿学习有好处。我们提出了创建混合有形增强现实(T-AR)使能技术平台的三种技术。该平台使研究人员能够开发应用程序,使用现成的物理学习材料,如字母,数字,符号或形状。这些技术是基于视觉标记的;计算机视觉和机器学习;还有电容触摸。我们描述了实现的细节,并通过一个使用木制/塑料字母进行输入和增强输出的阅读平板电脑应用程序的用例来演示这些技术。我们的比较分析显示,机器学习技术最灵活地感知不同的物理字母集,但此时受到照明和跟踪延迟的影响,准确性会有所不同。最后,我们通过第二个带有物理数字的用例演示了如何将这种使能技术推广到各种早期学习应用程序中。
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引用次数: 6
Using sensing technologies to explain children's self-representation in motion-based educational games 运用传感技术解释儿童在动作教育游戏中的自我表征
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394419
Serena Lee-Cultura, K. Sharma, Sofia Papavlasopoulou, S. Retalis, M. Giannakos
Motion-Based Touchless Games (MBTG) are being investigated as a promising interaction paradigm in children's learning experiences. Within these games, children's digital persona (i.e, avatar), enables them to efficiently communicate their motion-based interactivity. However, the role of children's Avatar Self-Representation (ASR) in educational MBTG is rather under-explored. We present an in-situ within subjects study where 46 children, aged 8--12, played three MBTG with different ASRs. Each avatar had varying visual similarity and movement congruity (synchronisation of movement in digital and physical spaces) to the child. We automatically and continuously monitored children's experiences using sensing technology (eye-trackers, facial video, wristband data, and Kinect skeleton data). This allowed us to understand how children experience the different ASRs, by providing insights into their affective and behavioural processes. The results showed that ASRs have an effect on children's stress, arousal, fatigue, movement, visual inspection (focus) and cognitive load. By exploring the relationship between children's degree of self-representation and their affective and behavioural states, our findings help shape the design of future educational MBTG for children, and emphasises the need for additional studies to investigate how ASRs impacts children's behavioural, interaction, cognitive and learning processes.
基于动作的非接触式游戏(MBTG)作为一种有前途的儿童学习体验互动模式正在被研究。在这些游戏中,儿童的数字角色(游戏邦注:即虚拟角色)使他们能够有效地交流基于动作的互动性。然而,儿童Avatar Self-Representation (ASR)在教育MBTG中的作用尚未得到充分的研究。我们提出了一项原位研究,其中46名8- 12岁的儿童玩了三种不同asr的MBTG。每个化身与孩子有着不同的视觉相似性和动作一致性(数字和物理空间中的动作同步)。我们使用传感技术(眼动仪、面部视频、腕带数据和Kinect骨骼数据)自动持续监控儿童的体验。这使我们能够了解儿童是如何经历不同的asr的,通过洞察他们的情感和行为过程。结果表明,asr对儿童的压力、觉醒、疲劳、运动、视觉检查(焦点)和认知负荷有影响。通过探索儿童自我表征程度与其情感和行为状态之间的关系,我们的研究结果有助于塑造未来儿童教育MBTG的设计,并强调需要进一步研究ASRs如何影响儿童的行为,互动,认知和学习过程。
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引用次数: 18
Puppy island: theory-driven design of a serious game for young children with cystic fibrosis 小狗岛:为患有囊性纤维化的儿童设计的一款严肃游戏
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394435
Michael McEwan, Cody J. Phillips, Peta Wyeth, Daniel M. Johnson
This paper outlines the theory-driven design and development of Puppy Island, a serious game for children aged three to five who are living with the chronic illness cystic fibrosis. Puppy Island differs from typical serious games, as its central learning and design objectives relate to long-term wellbeing and empowerment rather than short-term knowledge transfer. The Early Years Learning Framework and Self-Determination Theory informed the design and development of the iPad prototype, while domain experts from industry, academia and the broader cystic fibrosis community were consulted to establish user requirements and evaluate the iterative designs. We analyse the development process, domain expert feedback, and how the game's features relate to core theoretical pillars in order to highlight key lessons that can be applied to future work on serious games with comparable aims or target audiences.
本文概述了小狗岛的理论驱动设计和开发,这是一款针对患有慢性囊性纤维化疾病的3至5岁儿童的严肃游戏。《Puppy Island》不同于典型的严肃游戏,因为它的核心学习和设计目标与长期福祉和授权有关,而不是短期的知识转移。早期学习框架和自我决定理论为iPad原型的设计和开发提供了信息,同时咨询了来自工业界、学术界和更广泛的囊性纤维化社区的领域专家,以确定用户需求并评估迭代设计。我们分析了开发过程,领域专家的反馈,以及游戏功能与核心理论支柱的关系,以便突出可以应用于未来具有类似目标或目标用户的严肃游戏的关键经验教训。
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引用次数: 3
Exploring an augmented reality social learning game for elementary school students 探索一种适合小学生的增强现实社交学习游戏
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394422
Jingya Li, E. D. Spek, Xiaoyu Yu, Jun Hu, L. Feijs
Social learning games can enhance students' learning engagement in the field of STEM. However, students do not always have the chance to experience social interactions during their learning activities. Augmented reality (AR) games have the ability to enable social interactions among students and allow them to interact with the virtual content while engaging in natural communication in the real world. However, little is still known on how to design social AR games for learning. In this paper, we presented a textbook-based AR social learning game for elementary school students to practice math together. We designed and developed the game concepts based on previous studies and co-design sessions and conducted a user study to explore how students would behave and interact with each other in the game. Our findings extend the understanding of students' social patterns in both collaboration and competition conditions under AR settings. Based on the findings, we propose design implications for designing AR social learning games in the future.
社交学习游戏可以提高学生在STEM领域的学习参与度。然而,学生在学习活动中并不总是有机会体验社会互动。增强现实(AR)游戏能够实现学生之间的社交互动,并允许他们在现实世界中进行自然交流的同时与虚拟内容进行互动。然而,关于如何设计用于学习的社交AR游戏,我们所知甚少。在本文中,我们提出了一个基于教科书的AR社交学习游戏,供小学生一起练习数学。我们根据之前的研究和共同设计会议设计和开发了游戏概念,并进行了用户研究,以探索学生在游戏中的行为和互动方式。我们的研究结果扩展了对AR环境下合作和竞争条件下学生社会模式的理解。基于这些发现,我们提出了未来设计AR社交学习游戏的设计启示。
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引用次数: 12
Youth making machine learning models for gesture-controlled interactive media 青少年为手势控制的互动媒体制作机器学习模型
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394438
Abigail Zimmermann-Niefield, Shawn W. Polson, Celeste Moreno, R. Benjamin Shapiro
Machine learning (ML) technologies are ubiquitous and increasingly influential in daily life. They are powerful tools people can use to build creative, personalized systems in a wide variety of contexts. We believe ML has vast potential for young people to use to make creative projects, especially when used in conjunction with programming. This potential is understudied. We know little about what projects youth might create, or what computational practices they could engage in while building them. We combined a beginner-level ML modeling toolkit with a beginning programming tool and then investigated how young people created and remixed projects to incorporate custom ML-based gestural inputs. We found that (1) participants were able to build and integrate ML models of their own gestures into programming projects; (2) the design of their gestures ranged from coherent to disjoint with respect to the narratives, characters, and actions of their interactive worlds; and (3) they tested their projects by assessing the programmed vs. modeled aspects of them as distinct units. We conclude with a discussion of how we might support youth in combining code and ML modeling going forward.
机器学习(ML)技术无处不在,在日常生活中越来越有影响力。它们是强大的工具,人们可以使用它们在各种各样的环境中构建创造性的、个性化的系统。我们相信,对于年轻人来说,机器学习具有巨大的潜力,可以用来制作创意项目,尤其是在与编程结合使用时。这种潜力尚未得到充分研究。我们几乎不知道年轻人可能会创建什么项目,或者他们在创建项目时可能会参与哪些计算实践。我们将初级ML建模工具包与初级编程工具相结合,然后调查了年轻人如何创建和重新混合项目,以合并基于ML的自定义手势输入。我们发现(1)参与者能够构建自己的手势的ML模型并将其集成到编程项目中;(2)他们的手势设计与互动世界的叙事、角色和行动相关,从连贯到不连贯;(3)他们通过将项目的编程方面与建模方面作为不同的单元进行评估来测试项目。最后,我们讨论了如何支持年轻人将代码和ML建模结合起来。
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引用次数: 29
Giggle gauge: a self-report instrument for evaluating children's engagement with technology 咯咯笑量表:一种自我报告工具,用于评估儿童对科技产品的参与程度
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394393
Griffin Dietz, Zachary Pease, Brenna McNally, Elizabeth Foss
The Giggle Gauge offers a quick and simple way for researchers to evaluate the engagement of systems designed for children. This self-report metric is based on prior work delineating the components of engagement and was designed to address the limitations of children's cognitive development (e.g., by focusing on simple language and rapid administration). Through a process of iterative design (N = 23, ages 4 -- 10) and co-design (N = 8, ages 7 -- 11), we refined the items of this metric to ensure children's comprehension. A validation study with 26 children, ages 4 -- 7, confirmed the validity and reliability of the Giggle Gauge through the assessment of three properties: known-groups validity, criterion validity, and test-retest reliability. We simultaneously developed a bifurcated response type, intended to reduce the cognitive load of traditional ordinal response, and show through participant quotes that it may decrease the cognitive load of self-report questions for children.
咯咯笑量表为研究人员提供了一种快速简单的方法来评估为儿童设计的系统的参与度。这一自我报告指标是基于先前的工作,描述了参与的组成部分,旨在解决儿童认知发展的局限性(例如,通过关注简单的语言和快速的管理)。通过迭代设计(N = 23, 4 - 10岁)和共同设计(N = 8, 7 - 11岁)的过程,我们改进了该指标的项目,以确保儿童的理解。一项针对26名4 - 7岁儿童的验证性研究,通过评估三个属性:已知组效度、标准效度和测试重测信度,证实了咯咯笑量表的效度和信度。同时,我们开发了一种分岔式的回答类型,旨在减少传统顺序回答的认知负荷,并通过参与者的引用来证明它可能会减少儿童自述问题的认知负荷。
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引用次数: 11
期刊
Proceedings of the Interaction Design and Children Conference
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