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Exploring accessible programming with educators and visually impaired children 与教育工作者和视障儿童一起探索无障碍编程
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394437
A. Pires, Filipa Rocha, António Neto, Hugo Simão, Hugo Nicolau, Tiago Guerreiro
Previous attempts to make block-based programming accessible to visually impaired children have mostly focused on audio-based challenges, leaving aside spatial constructs, commonly used in learning settings. We sought to understand the qualities and flaws of current programming environments in terms of accessibility in educational settings. We report on a focus group with IT and special needs educators, where they discussed a variety of programming environments for children, identifying their merits, barriers and opportunities. We then conducted a workshop with 7 visually impaired children where they experimented with a bespoke tangible robot-programming environment. Video recordings of such activity were analyzed with educators to discuss children's experiences and emergent behaviours. We contribute with a set of qualities that programming environments should have to be inclusive to children with different visual abilities, insights for the design of situated classroom activities, and evidence that inclusive tangible robot-based programming is worth pursuing.
以前为视障儿童提供基于块的编程的尝试主要集中在基于音频的挑战上,而忽略了通常用于学习环境的空间结构。我们试图从教育环境的可访问性方面了解当前编程环境的质量和缺陷。我们报道了一个由信息技术和特殊需要教育者组成的焦点小组,在那里他们讨论了各种儿童编程环境,确定了它们的优点、障碍和机会。然后,我们为7名视障儿童举办了一个研讨会,他们在一个定制的有形机器人编程环境中进行了实验。这些活动的视频记录与教育工作者一起分析,讨论儿童的经历和突发行为。我们提供了一系列的品质,编程环境应该对具有不同视觉能力的儿童具有包容性,对教室活动设计的见解,以及包容性的基于机器人的编程值得追求的证据。
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引用次数: 33
Therapist vibe: children's expressions of their emotions through storytelling with a chatbot 治疗师氛围:孩子们通过聊天机器人讲故事来表达他们的情绪
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394405
Kyle-Althea Santos, Ethel Ong, Ron R. Resurreccion
Storytelling can develop children's emotional intelligence when they are asked to freely talk about their emotions. While parents are responsible for teaching emotional intelligence, studies in using affective technologies to help people become aware of their emotions have also been explored. In this paper, we investigate the opportunity of this technology in enabling children to recognize and express their emotions. We describe a chatbot that leverages storytelling strategies to listen to children as they share emotional events they experienced, then guides them through reflective discipline to devise the next course of action. We report the types of emotions children choose to share with the chatbot, the kinds of support that the chatbot provided, the challenges during the conversation and children's perception of the chatbot. From our findings, we suggest design considerations for a conversation flow that anchors on storytelling to support child-agent interaction.
当孩子们被要求自由地谈论自己的情绪时,讲故事可以发展他们的情商。虽然父母有责任教授情商,但利用情感技术帮助人们意识到自己的情绪的研究也得到了探索。在本文中,我们研究了这项技术在使儿童识别和表达他们的情绪方面的机会。我们描述了一个聊天机器人,它利用讲故事的策略来倾听孩子们分享他们所经历的情感事件,然后引导他们通过反思纪律来设计下一步的行动。我们报告了儿童选择与聊天机器人分享的情绪类型,聊天机器人提供的支持类型,对话过程中的挑战以及儿童对聊天机器人的感知。根据我们的研究结果,我们建议在设计会话流时要考虑锚定在讲故事上,以支持child-agent交互。
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引用次数: 27
Better together: young children's tendencies to help a non-humanoid robot collaborator 更好的合作:幼儿倾向于帮助非人形机器人合作者
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394426
Deanna Kocher, T. Kushnir, K. Green
In child-robot collaborations, a robot may fail to accomplish its part of a task. In this situation, the robot is reliant on the child to recover. Inherently prosocial, a child is inclined to help the robot collaborator if the child can properly identify the robot failure and infer how to help correct it. In this study, we investigate how a non-humanoid robot can solicit the help of a child-collaborator using only its motion path. We conducted a study with twenty-two children, ages 3-7, who participated in a collaborative building task with a non-humanoid mobile robot. We found that autonomous motion of a non-humanoid robot elicited prosocial behavior from 59% of children, and that young children were willing to engage with the robot as an animate partner despite its limited capabilities and form. This finding has implications for robot design striving to encourage prosocial behavior in children of different ages.
在子机器人协作中,机器人可能无法完成其任务。在这种情况下,机器人依靠孩子来恢复。天生亲社会的孩子,如果能够正确识别机器人的故障并推断出如何帮助纠正它,就倾向于帮助机器人合作者。在本研究中,我们研究了非人形机器人如何仅使用其运动路径来请求儿童合作者的帮助。我们对22名3-7岁的儿童进行了一项研究,他们与一个非人形移动机器人一起参与了一个协作建筑任务。我们发现,非人形机器人的自主运动激发了59%的儿童的亲社会行为,并且尽管机器人的能力和形式有限,幼儿仍愿意将其视为有生命的伙伴。这一发现暗示了机器人设计努力鼓励不同年龄儿童的亲社会行为。
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引用次数: 4
Investigating children's spontaneous gestures when programming using TUIs and GUIs 调查儿童在使用图形用户界面和图形用户界面编程时的自发手势
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394408
Abrar Almjally, K. Howland, J. Good
Spontaneous gestures produced during mathematics learning have been widely studied, however, research on the role of gesture in computing education is limited. This paper presents an investigation into children's use of spontaneous gestures when learning programming using either a tangible user interface (TUI) or a graphical user interface (GUI). The study explored the relationship between spontaneous gestures, interface type and learning outcomes in a programming lesson for primary school students aged 6-7. In the study, 34 participants engaged in a learning activity lasting approximately 37 minutes, using a TUI or a GUI. The study used a between-subjects design, and mixed methods. Pre-test and post-test data were collected, and sessions were video recorded and subsequently coded and analysed. A video analysis scheme, adapted from mathematics education research, was used to code the spontaneous gestures produced during the learning session. We found a statistically significant difference between the mean learning gains of high-frequency gesturers and low-frequency gesturers, with the top quartile showing significantly greater learning gains. There was no significant difference in the frequency of gestures between interface types. A qualitative analysis of representational gestures showed that some children use spontaneous hand gestures to demonstrate abstract computational concepts, providing evidence for the embodiment of children's offline thinking in the computing domain.
在数学学习过程中自发产生的手势已经被广泛研究,然而,手势在计算教育中的作用的研究是有限的。本文对儿童在使用有形用户界面(TUI)或图形用户界面(GUI)学习编程时使用自发手势进行了调查。本研究探讨了6-7岁小学生自发手势、界面类型与编程学习效果的关系。在这项研究中,34名参与者使用TUI或GUI进行了持续约37分钟的学习活动。该研究采用了受试者间设计和混合方法。收集测试前和测试后的数据,并对会话进行视频记录,随后进行编码和分析。一种改编自数学教育研究的视频分析方案被用于编码学习过程中产生的自发手势。我们发现高频手势使用者和低频手势使用者的平均学习收益之间存在统计学上的显著差异,最上面的四分之一显示出更大的学习收益。不同界面类型之间的手势频率没有显著差异。表征性手势的定性分析表明,一些儿童使用自发手势来演示抽象的计算概念,为儿童离线思维在计算领域的体现提供了证据。
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引用次数: 6
Phenomenological programming: a novel approach to designing domain specific programming environments for science learning 现象学编程:为科学学习设计特定领域编程环境的一种新方法
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394428
Umit Aslan, N. LaGrassa, Michael S. Horn, U. Wilensky
There has been a growing interest in the use of computer-based models of scientific phenomena as part of classroom curricula, especially models that learners create for themselves. However, while studies show that constructing computational models of phenomena can serve as a powerful foundation for learning science, this approach has struggled to gain widespread adoption in classrooms because it not only requires teachers to learn sophisticated technological tools (such as computer programming), but it also requires precious instructional time to introduce these tools to students. Moreover, many core scientific topics such as the kinetic molecular theory, natural selection, and electricity are difficult to model even with novice-friendly environments. To address these limitations, we present a novel design approach called phenomenological programming that builds on students' intuitive understanding of real-world objects, patterns, and events to support the construction of agent-based computational models. We present preliminary case studies and discuss their implications for STEM content learning and the learnability and expressive power of phenomenological programming.
人们对使用基于计算机的科学现象模型作为课堂课程的一部分越来越感兴趣,特别是学习者为自己创建的模型。然而,虽然研究表明,构建现象的计算模型可以作为学习科学的强大基础,但这种方法很难在课堂上得到广泛采用,因为它不仅需要教师学习复杂的技术工具(如计算机编程),而且还需要宝贵的教学时间来向学生介绍这些工具。此外,许多核心科学课题,如分子动力学理论、自然选择和电学,即使在新手友好的环境中也很难建模。为了解决这些限制,我们提出了一种新的设计方法,称为现象学编程,它建立在学生对现实世界对象、模式和事件的直观理解之上,以支持基于主体的计算模型的构建。我们提出了初步的案例研究,并讨论了它们对STEM内容学习以及现象学编程的可学习性和表达能力的影响。
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引用次数: 5
LifeMosaic: co-design of a personal informatics tool for youth LifeMosaic:为青少年共同设计的个人信息工具
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394429
K. Potapov, P. Marshall
While a growing number of technologies offer personal data to the user, little is known about how such tools can be harnessed for and by adolescents. Prior work has focused on implementations, in which youth experience is subordinated to the prescribed aims of adults. Few studies have engaged with the concerns and motives of the young people themselves. Co-design can be a powerful method for exploring beyond such limits, informing design that reflects the voices and values of the designed-for population. This paper presents a case study exploring the design of a personal informatics app (LifeMosaic) by a group of 14 to 16-year-olds. LifeMosaic lets users set any focus they personally care about and track it using colours and stickers. The design was shaped through youth concerns around privacy, social support, flexibility and self-expression as well as the desire to support mental wellbeing. This work illustrates new opportunities and understandings for personal informatics with youth: framing the data as mediating transindividual meaning making.
虽然越来越多的技术向用户提供个人数据,但人们对青少年如何利用这些工具知之甚少。以前的工作集中在实施方面,其中青年的经验从属于成年人规定的目标。很少有研究涉及年轻人自己的担忧和动机。协同设计可以成为一种超越这些限制的强大方法,为设计提供反映设计对象的声音和价值的信息。本文提出了一个案例研究,探讨了一组14至16岁的个人信息应用程序(LifeMosaic)的设计。LifeMosaic允许用户设置任何他们个人关心的焦点,并使用颜色和贴纸来跟踪它。该设计是通过青少年对隐私、社会支持、灵活性和自我表达以及支持心理健康的愿望的关注而形成的。这项工作说明了青年个人信息学的新机会和理解:将数据框架为中介的跨个人意义制造。
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引用次数: 19
"The thinking cap 2.0": preliminary study on fostering growth mindset of children by means of electroencephalography and perceived magic using artifacts from fictional sci-fi universes “思维帽2.0”:利用虚构科幻世界的神器,运用脑电图和感知魔法培养儿童成长心态的初步研究
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394424
Nataliya Kosmyna, Alexandra Gross, P. Maes
Interventions aimed at promoting a growth mindset in children range from teaching about the brain's ability to change to playing computer games. In this work, we explore a novel approach to foster a growth mindset by means of interaction with a "magic hat" system which consists of using objects from sci-fi and pop-cultural references like Avengers or Star Wars. The artifacts are "enhanced" with embedded Electroencephalography (EEG) electrodes. In an initialization phase, the "magic hat" uses established Brain-Computer Interface algorithms to recognize certain mental processes of the child and the child is then able to use their brain signals to control a robot. We report on an experiment that validates the system with children who were asked to solve math problems. We evaluated their mindset before and after use of the system. In comparison with a control group, the children who used the system self-reported having a stronger growth mindset.
旨在促进儿童成长心态的干预措施包括教授大脑的变化能力和玩电脑游戏。在这项工作中,我们探索了一种通过与“魔法帽”系统的互动来培养成长心态的新方法,该系统由科幻和流行文化参考的对象组成,如复仇者联盟或星球大战。这些伪影通过嵌入脑电图(EEG)电极得到“增强”。在初始化阶段,“魔法帽”使用已建立的脑机接口算法来识别儿童的某些心理过程,然后儿童能够使用他们的大脑信号来控制机器人。我们报告了一项实验,该实验在被要求解决数学问题的孩子身上验证了该系统。我们评估了他们在使用系统前后的心态。与对照组相比,使用该系统的孩子自我报告有更强的成长心态。
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引用次数: 7
What do atoms feel?: understanding forces and energy in chemical bonding through the ELI-Chem environment 原子有什么感觉?:通过ELI-Chem环境了解化学键的力和能量
Pub Date : 2020-06-21 DOI: 10.1145/3392063.3394416
Asnat R. Zohar, S. Levy
We developed and explored four degrees of bodily engagement - video, mouse, joystick and haptic - to support chemistry students in grasping the attraction-repulsion forces and energy changes involved in chemical bonding. These topics are difficult to grasp as there are no analogues from everyday life for opposing forces happening simultaneously. Our theoretical framework is based on embodied learning theory by relating conceptual learning to bodily experiences. The study uses quantitative methods with 48 high-school students in a pretest-intervention-posttest design. Findings showed an increase in accuracy and a decrease in response time in all conditions. Only the haptic condition showed a significantly larger increase in accuracy, however, not a corresponding decrease in response-time compared to other conditions. This study highlights the states in which embodied learning uniquely contributes to understanding: absence of prior embodied experience, learning about a nonvisual concept related to forces, and a high congruence with the concept learned.
我们开发并探索了四种身体参与程度——视频、鼠标、操纵杆和触觉——以帮助化学学生掌握化学键中涉及的吸引-排斥力和能量变化。这些话题很难把握,因为在日常生活中没有类似的对立力量同时发生。我们的理论框架是基于具身学习理论,通过将概念学习与身体经验联系起来。本研究采用定量方法对48名高中生进行前测-干预-后测设计。研究结果显示,在所有条件下,准确性都有所提高,反应时间有所减少。然而,与其他条件相比,只有触觉条件显示出更大的准确性增加,而反应时间没有相应的减少。本研究强调了具身学习对理解的独特贡献:缺乏先前的具身经验,学习与力相关的非视觉概念,以及与所学概念的高度一致性。
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引用次数: 1
'Phone apps know a lot about you!': educating early adolescents about informational privacy through a phygital interactive book “手机应用程序知道很多关于你的信息!”:通过电子互动书籍对青少年进行信息隐私教育
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394420
C. Yap, Jungjoo Lee
Children's usage of online services expands as they transition into adolescence. However, many are unaware or ill-equipped about how their informational privacy is compromised through continuous tracking and data collection online. This paper explores how to enable early adolescents be more aware of informational privacy online and make informed decisions, taking a research-through-design approach. Based on technology probes with adolescents, the four-stage framework was developed and a smartphone-embedded book was chosen as a medium for defamiliarization yet relatability. Through the iterative design and testing with early adolescents, we investigated the novelty of blended interaction between physical and digital, and the effectiveness of various narratives based on the four stage framework. We found the importance for privacy educational materials to incorporate multiple levels of information complexity and discuss how to achieve that.
随着儿童进入青春期,他们对网络服务的使用会扩大。然而,许多人没有意识到或不了解他们的信息隐私是如何通过持续的在线跟踪和数据收集而受到损害的。本文采用研究贯穿设计的方法,探讨如何使早期青少年更加了解在线信息隐私并做出明智的决定。基于对青少年的技术探索,我们开发了四阶段框架,并选择了一本嵌入智能手机的书籍作为陌生化和相关性的媒介。通过对早期青少年的迭代设计和测试,我们研究了物理和数字混合互动的新颖性,以及基于四阶段框架的各种叙事的有效性。我们发现隐私教育材料包含多层次信息复杂性的重要性,并讨论了如何实现这一目标。
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引用次数: 10
Pengunaut trainer: a playful VR app to prepare children for MRI examinations: in-depth game design analysis Pengunaut trainer:一个有趣的VR应用程序,为孩子们准备MRI检查:深入的游戏设计分析
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394432
Stefan Liszio, Linda Graf, Oliver Basu, M. Masuch
We present the concept, design, and evaluation of a playful mobile virtual reality (VR) app for children to reduce anxiety and stress during MRI examinations. The Pengunaut Trainer aims to help children to familiarize themselves with the medical environment so that they can be examined without fear, rendering sedation unnecessary. The young patients learn about the procedure and train to lie still during a virtual MRI scan. We conducted a clinical trial focusing on an in-depth analysis of the game design. 29 children trained over 14 days on average before their MRI examination. The participants were impressed by the VR experience and motivated to train. They reported high levels of immersion and positive affect. Anxiety and negative feelings towards the upcoming MRI examination were significantly reduced after the training period. Moreover, our results indicate that the Pengunaut Trainer could be effective in reducing anxiety and stress during the MRI scan. Our results and the positive feedback from parents and medical professionals prove the validity of our approach.
我们提出了一个有趣的移动虚拟现实(VR)应用程序的概念、设计和评估,以减少儿童在MRI检查期间的焦虑和压力。Pengunaut培训师旨在帮助儿童熟悉医疗环境,以便他们可以毫无恐惧地接受检查,无需镇静。年轻的病人学习手术过程,并训练他们在虚拟核磁共振扫描中保持静止。我们进行了一次临床试验,重点是对游戏设计进行深入分析。29名儿童在MRI检查前平均接受了14天的训练。参与者对VR体验印象深刻,并有动力进行培训。他们报告了高水平的沉浸感和积极的影响。训练结束后,焦虑和对即将到来的MRI检查的负面情绪明显减少。此外,我们的研究结果表明,Pengunaut Trainer可以有效地减少MRI扫描期间的焦虑和压力。我们的研究结果以及来自家长和医疗专业人员的积极反馈证明了我们方法的有效性。
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引用次数: 12
期刊
Proceedings of the Interaction Design and Children Conference
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