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Augmented scientific investigation: support the exploration of invisible "fine details" in science via augmented reality 增强科学研究:支持通过增强现实技术探索科学中不可见的“细节”
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394406
Shiyan Jiang, Xudong Huang, Charles Xie, S. Sung, Rabia Yalcinkaya
Augmented reality (AR) has great potential to radically change science education by making abstract science concepts visible and interactive. In this paper, we describe initial investigations into high school students' perceptions of learning science with an AR technology (i.e., SmartIR) through analyzing semi-structured interviews. SmartIR is an app that supports the investigation of science, such as thermodynamics. Specifically, it can show changes in thermal imaging over time and provides a data analytics function that visualizes data for analyzing and interpreting the changes. Our analysis of 31 interviews shows that students perceived the exploration of science phenomena with "fine details", including a full vision of second-by-second changes in thermal imaging, as helpful and engaging to understand science concepts. In future work, these findings will be triangulated with logging data of their interactions with SmartIR and student-generated lab reports.
增强现实(AR)通过使抽象的科学概念可见和互动,具有从根本上改变科学教育的巨大潜力。在本文中,我们通过分析半结构化访谈,描述了对高中生使用AR技术(即SmartIR)学习科学的看法的初步调查。SmartIR是一款支持科学研究的应用程序,比如热力学。具体来说,它可以显示热成像随时间的变化,并提供数据分析功能,将数据可视化,以分析和解释变化。我们对31个访谈的分析表明,学生们认为对科学现象的探索具有“精细细节”,包括对热成像逐秒变化的全面了解,有助于理解科学概念。在未来的工作中,这些发现将与他们与SmartIR互动的日志数据和学生生成的实验报告进行三角测量。
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引用次数: 9
CCI in the wild: designing for environmental stewardship through children's nature-play CCI在野外:通过儿童的自然游戏设计环境管理
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394398
Bronwyn J. Cumbo, O. Iversen
The recent UN Global Assessment report on Biodiversity and Ecosystem Services identified human-induced biodiversity loss as one of the greatest threats facing humanity today. Despite this, the field of Child-Computer Interaction (CCI) has so far paid little attention towards how it might directly contribute to biodiversity conservation efforts. This paper begins to address this gap by exploring how digital applications may be designed to support the nature-play experiences known to instill a value for nature and motivate environmental stewardship behavior in children. It describes a co-envisioning process carried out with nine children (7-11 years) within their nature-play contexts to understand how they would appropriate abstract 'digital functions' to enhance or support their situated nature-play. The functions envisioned by children are then reinterpreted as five design openings for CCI researchers to pursue to support nature-play opportunities for children. This research provides an initial framework for CCI researchers to contribute to global biodiversity conservation efforts by supporting the nature-play experiences known to promote long-term environmental stewardship in children.
联合国最近发布的《生物多样性和生态系统服务全球评估报告》指出,人为造成的生物多样性丧失是当今人类面临的最大威胁之一。尽管如此,到目前为止,儿童计算机交互(CCI)领域很少关注它如何直接促进生物多样性保护工作。本文通过探索如何设计数字应用程序来支持已知的自然游戏体验,以灌输自然价值并激励儿童的环境管理行为,从而开始解决这一差距。它描述了与9名儿童(7-11岁)在自然游戏环境中进行的共同设想过程,以了解他们如何适当使用抽象的“数字功能”来增强或支持他们所处的自然游戏。孩子们设想的功能然后被重新解释为CCI研究人员追求的五个设计开口,以支持孩子们的自然游戏机会。这项研究为CCI研究人员提供了一个初步框架,通过支持已知的促进儿童长期环境管理的自然游戏体验,为全球生物多样性保护工作做出贡献。
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引用次数: 14
SmileyCluster
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394440
Xiaoyu Wan, Xiaofei Zhou, Zaiqiao Ye, Chase K. Mortensen, Zhengyan Bai
There is an increasing need to prepare young learners to be Artificial Intelligence (AI) capable for the future workforce and everyday life. Machine Learning (ML), as an integral subfield of AI, has become the new engine that revolutionizes practices of knowledge discovery. Making ML experience accessible to young learners, however, remains challenging due to its high demand for mathematical and computational skills. This research focuses on designing novel learning environments that help demystify ML technologies for K-12 students, and also investigating new opportunities for maximizing ML accessibility through integration with scientific discovery in STEM education. We developed SmileyCluster - a hands-on and collaborative learning environment that utilizes glyph-based data visualization and superposition comparative visualization to assist learning an entry-level ML technology, namely k-means clustering. Findings from an initial case study with high school students in a pre-college summer program show that SmileyCluster leads to positive change in learning ML concepts, methods and sense-making of patterns. Findings of this study also shed light on understanding ML as a data-enabled approach to support evidence-based scientific discovery in K-12 STEM education.
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引用次数: 36
"It's your private information. it's your life.": young people's views of personal data use by online technologies “这是你的私人信息。这是你的生活。:年轻人对网络科技使用个人资料的看法
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394410
L. Dowthwaite, Helen Creswick, Virginia Portillo, Jun Zhao, Menisha Patel, Elvira Perez, A. Koene, M. Jirotka
Children and young people make extensive and varied use of digital and online technologies, yet issues about how their personal data may be collected and used by online platforms are rarely discussed. Additionally, despite calls to increase awareness, schools often do not cover these topics, instead focusing on online safety issues, such as being approached by strangers, cyberbullying or access to inappropriate content. This paper presents the results of one of the activities run as part of eleven workshops with 13-18 year olds, using co-designed activities to encourage critical thinking. Sets of 'data cards' were used to stimulate discussion about sharing and selling of personal data by online technology companies. Results highlight the desire and need for increased awareness about the potential uses of personal data amongst this age group, and the paper makes recommendations for embedding this into school curriculums as well as incorporating it into interaction design, to allow young people to make informed decisions about their online lives.
儿童和年轻人广泛而多样地使用数字和在线技术,但关于在线平台如何收集和使用他们的个人数据的问题很少被讨论。此外,尽管人们呼吁提高意识,但学校往往不涉及这些话题,而是关注网络安全问题,例如被陌生人接近、网络欺凌或访问不适当的内容。本文介绍了其中一项活动的结果,该活动作为13-18岁青少年11个讲习班的一部分,使用共同设计的活动来鼓励批判性思维。这些“数据卡”被用来激发有关在线科技公司共享和销售个人数据的讨论。研究结果强调了在这一年龄组中提高对个人数据潜在用途的认识的愿望和需要,论文提出了将其纳入学校课程以及将其纳入交互设计的建议,以允许年轻人对他们的在线生活做出明智的决定。
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引用次数: 19
A designerly approach as a foundation for school children's computational thinking skills while developing digital games 一种设计师式的方法,作为学校儿童在开发数字游戏时的计算思维技能的基础
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394402
E. Brooks, J. Sjöberg
This paper contributes to the contemporary debate on the increasing use of computational thinking (CT) in primary schools. It is based on an empirical study in which 28 Swedish third-grade school children (9-10 years of age) participated in a creative workshop where they were challenged to design a digital game using stop-motion film technique, working in groups. The study applies a designerly approach to game design activities to investigate what aspects of computational skills can be identified when children employ stop motion filmmaking as a means to envision a digital game design idea and how a designerly approach can enable them to enact dimensions of their computational skills? The data included video observations, casual conversations, and stop-motion videos representing the children's game design ideas. The analysis identified three aspects of computational thinking strategies while children produced stop-motion films: step-by-step procedural skills; design and arrangement skills; and computational perspectives.
这篇论文有助于当代关于在小学中越来越多地使用计算思维(CT)的辩论。它基于一项实证研究,其中28名瑞典三年级学生(9-10岁)参加了一个创意研讨会,在那里他们被挑战使用定格动画技术设计一款数字游戏,并在小组中工作。该研究将设计师方法应用于游戏设计活动,以调查当儿童使用定格动画制作作为设想数字游戏设计理念的手段时,可以识别计算技能的哪些方面,以及设计师方法如何使他们制定计算技能的维度。这些数据包括视频观察、随意对话和代表儿童游戏设计理念的定格视频。分析确定了儿童制作定格动画时的计算思维策略的三个方面:一步一步的程序技能;设计和安排技能;以及计算视角。
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引用次数: 6
Gathering garbage or going green?: shifting social perspectives to empower individuals with special needs 收集垃圾还是环保?:转变社会观点,赋予有特殊需要的个人权力
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394394
Sumita Sharma, K. Achary, Marianne Kinnula, N. Iivari, Blessin Varkey
Digital technologies are increasingly used with individuals with special needs for skill-building, social inclusion, and empowerment. However, different stakeholders involved in raising an individual with special needs have different and sometimes conflicting understanding of empowerment and motivations towards it. Using an empowerment framework, we collaboratively analyzed and critically reflected on the design and outcomes of three user studies conducted at a special needs school in New Delhi, India. The studies focused on learning how to make compost out of everyday kitchen waste, to assemble a solar lantern, and to buy groceries from a local store. Findings from the analysis provide insights into the complex socio-cultural conditions that enable, and in some cases limit, empowerment of individuals in an underserved and special needs context. We contribute to discussions on empowerment of children through design and use of digital technologies.
数字技术越来越多地用于对技能培养、社会包容和赋权有特殊需求的个人。然而,不同的利益相关者参与培养有特殊需要的个体有不同的,有时是相互冲突的授权和动机的理解。使用授权框架,我们对在印度新德里一所特殊需求学校进行的三项用户研究的设计和结果进行了合作分析和批判性反思。这些研究的重点是学习如何从日常厨房垃圾中制造堆肥,组装太阳能灯,以及从当地商店购买杂货。分析的结果提供了对复杂的社会文化条件的见解,这些条件使在服务不足和特殊需要的情况下能够(在某些情况下限制)赋予个人权力。我们致力于讨论通过设计和使用数字技术赋予儿童权力的问题。
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引用次数: 8
Guiding the selection of child spellchecker suggestions using audio and visual cues 使用音频和视觉提示指导儿童拼写检查建议的选择
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394390
Brody Downs, Aprajita Shukla, Mikey Krentz, M. S. Pera, Katherine Landau Wright, C. Kennington, J. A. Fails
Spellchecking functionality embedded in existing search tools can assist children by offering a list of spelling alternatives when a spelling error is detected. Unfortunately, children tend to generally select the first alternative when presented with a list of options, as opposed to the one that matches their intent. In this paper, we describe a study we conducted with 191 children ages 6-12 in order to offer empirical evidence of: (1) their selection habits when identifying spelling suggestions that match the word they meant to type, and (2) the degree of influence multimodal cues, i.e., synthesized speech and images, have in prompting children to select the correct spelling suggestion. The results from our study reveal that multimodal cues, primarily synthesized speech, have a positive impact on the children's ability to identify their intended word from a list of spelling suggestions.
当检测到拼写错误时,现有搜索工具中嵌入的拼写检查功能可以通过提供拼写替代列表来帮助儿童。不幸的是,当面对一列选项时,孩子们通常倾向于选择第一个选项,而不是符合他们意图的那个。在本文中,我们描述了一项针对191名6-12岁儿童的研究,旨在提供经验证据:(1)他们在识别与他们想要键入的单词匹配的拼写建议时的选择习惯,以及(2)多模态线索(即合成语音和图像)在促使儿童选择正确拼写建议方面的影响程度。我们的研究结果表明,多模态线索,主要是合成语音,对儿童从拼写建议列表中识别他们想要的单词的能力有积极的影响。
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引用次数: 8
Teachers' perspectives on social robots in education: an exploratory case study 教师对教育中社交机器人的看法:一个探索性案例研究
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394397
G. V. Ewijk, Matthijs H. J. Smakman, E. Konijn
Research has shown that social robots carry potential to be used in an educational setting. The possibility to have multiple roles carried out by one tool does not only instigate curiosity but also raises concerns. Whereas practical challenges get tackled by rapid technological advances, the moral challenges often get overlooked. In this study, we examined the moral values related to educational robots from a teachers' perspective, by first identifying concerns and opportunities, and subsequently linking them to (moral) values. We conducted focus group sessions with teachers to explore their perceptions regarding concerns and opportunities related to educational robots. Teachers voiced several considerations ranging from having concerns towards privacy to seeing opportunities in adding friendship and attachment a robot could emanate.
研究表明,社交机器人具有在教育环境中使用的潜力。由一个工具执行多个角色的可能性不仅激发了人们的好奇心,也引发了人们的担忧。尽管技术的快速进步解决了实际挑战,但道德挑战往往被忽视。在这项研究中,我们从教师的角度考察了与教育机器人相关的道德价值观,首先确定了关注和机会,然后将它们与(道德)价值观联系起来。我们与教师进行了焦点小组会议,探讨他们对与教育机器人相关的问题和机会的看法。教师们表达了一些考虑,从对隐私的担忧,到看到机器人可能带来的增加友谊和依恋的机会。
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引用次数: 15
Exploring young children's engagement in joint reading with a conversational agent 探讨幼儿在会话代理下的联合阅读参与
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394417
Ying Xu, M. Warschauer
Joint book reading is a highly routinized activity that is nearly universal among families. Conversational agents (CAs) can potentially act as joint-reading partners by engaging children in story-related, scaffolded conversations. In this project, we develop a CA reading partner that incorporates components of effective conversational guidance (i.e., questions to stimulate thinking, specific feedback, and adaptive scaffolding) and examine children's interactions with this CA. We identify patterns in children's language production, flow maintenance, and affect when responding to the CA. We then lay out a set of affordances and challenges for developing CAs as conversation partners. We propose that, rather than attempting to develop CAs as an exact replicate of human conversational partners, we should treat child-agent interaction as a new genre of conversation and calibrate CAs based on children's actual communicative practices and needs.
共同读书是一种高度常规化的活动,在家庭中几乎是普遍存在的。对话代理(ca)可以通过让孩子参与与故事相关的、有框架的对话,潜在地充当联合阅读伙伴。在这个项目中,我们开发了一个CA阅读伙伴,它包含了有效会话指导的组成部分(即,刺激思考的问题,特定的反馈和适应性脚手架),并检查了儿童与该CA的互动。我们确定了儿童语言产生、流维持和响应CA时的影响模式。然后,我们为将CA发展为会话伙伴提供了一系列启示和挑战。我们建议,与其试图将人工智能作为人类对话伙伴的精确复制,不如将儿童-代理交互视为一种新的对话类型,并根据儿童的实际交际实践和需求来校准人工智能。
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引用次数: 38
Designing dyadic caregiver-child personas for interactive digital media use 设计交互式数字媒体使用的二元照顾者-儿童角色
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394391
Christie Abel, Thomas D. Grace
This paper provides a framework that adapts a design tool known as personas to better capture the ways that caregivers mediate their children's use of interactive media. Interactive digital media has become a more pervasive part of families' lives and tensions have increased around children's engagement with digital media. Historically, caregivers have enacted various tactics to mediate their children's practices around digital media. However, the design of technologies for children fails to account for different approaches to caregiving and the relationships between caregivers and children, instead focusing on the caregiver and the child as separate entities. The goal of our framework is to enable designers to consider the caregiver-child relationship by adapting the persona design tool to account for the relationship between caregivers and children. Drawing from prior research from user experience on persona development and communication on parental mediation theory, the framework outlines five phases to be used as a guide to develop caregiver-child dyadic personas. A dyadic approach to persona design explicitly highlights the relationship between two individuals (in this case, caregiver and child). We suggest that designing with dyadic personas enables designers to be more aware of nuances in caregiver-child relationships and can surface opportunities to facilitate collaboration between caregivers and children around interactive media.
本文提供了一个框架,该框架采用了一种被称为人物角色的设计工具,以更好地捕捉照顾者调节孩子使用互动媒体的方式。交互式数字媒体已经成为家庭生活中越来越普遍的一部分,儿童与数字媒体的接触也增加了紧张局势。从历史上看,照顾者制定了各种策略来调解孩子在数字媒体上的行为。然而,儿童技术的设计未能考虑到照顾的不同方法以及照顾者与儿童之间的关系,而是将照顾者和儿童视为独立的实体。我们的框架的目标是使设计师能够通过调整角色设计工具来考虑照顾者和儿童之间的关系,从而考虑照顾者和儿童之间的关系。该框架借鉴了先前关于角色发展的用户体验和父母调解理论的沟通研究,概述了五个阶段,可作为发展照顾者-儿童二元角色的指南。人物角色设计的二元方法明确地突出了两个个体之间的关系(在本例中是看护人和孩子)。我们建议,使用二元角色进行设计可以使设计师更加了解照顾者与儿童之间关系的细微差别,并可以提供机会,促进照顾者和儿童之间围绕互动媒体的合作。
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引用次数: 8
期刊
Proceedings of the Interaction Design and Children Conference
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