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Collaborative comic-based digital storytelling with primary school children 与小学生合作的基于漫画的数字故事
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394433
Carolina Beniamina Rutta, G. Schiavo, M. Zancanaro, Elisa Rubegni
This work explores how comic-based digital storytelling can support primary school children in reflecting on situations involving conflict in the classroom. In particular, we focus on investigating three specific aspects: (1) the potential of digital story composition conducted collaboratively or individually, (2) the children's perception on the use of digital storytelling for reflecting on conflicts that might arise in class and, (3) the teachers' experience of introducing a digital tool for collaborative storytelling and comics composition in an educational context. In this paper, we explored these aspects by developing a case study. A class of 12 children and 2 teachers explore the use of a digital tool, named Communics, aimed at creating digital narratives individually and collaboratively. The results show that digital narratives created from collaborative storytelling are longer, more structured, and richer with meaning compared to stories from individual work. Moreover, it emerged that children prefer to work collaboratively, even if it meant compromising, going slower and waiting for their turn. Finally, teachers appreciated the collaborative use of Communics, and in particular, the turn-based feature as children can practice the narrative re-elaboration with a peer while waiting for their turn.
这项工作探讨了基于漫画的数字故事如何支持小学生反思课堂上涉及冲突的情况。特别是,我们重点研究了三个具体方面:(1)合作或单独进行数字故事创作的潜力;(2)儿童对使用数字故事讲述来反思课堂上可能出现的冲突的看法;(3)教师在教育背景下引入合作故事和漫画创作的数字工具的经验。在本文中,我们通过一个案例研究来探讨这些方面。一个由12名儿童和2名教师组成的班级探索了一种名为“Communics”的数字工具的使用,旨在以个人和合作的方式创造数字叙事。结果表明,与个人创作的故事相比,由合作叙事创造的数字叙事更长、更有条理、意义更丰富。此外,研究表明,孩子们更喜欢合作,即使这意味着妥协,放慢速度,等待轮到他们。最后,老师们很欣赏Communics的合作使用,特别是回合制的特点,因为孩子们可以在等待轮到他们的时候和同伴一起练习叙述的重新阐述。
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引用次数: 14
"Otter this world": can a mobile application promote children's connectedness to nature? “水獭这个世界”:一个移动应用程序能促进儿童与自然的联系吗?
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394434
Saba Kawas, Nicole S. Kuhn, Mina Tari, Alexis Hiniker, K. Davis
Can a mobile application encourage children to spend more time outdoors and promote their connectedness to nature? In this paper, we present results from a three-week experimental deployment study of NatureCollections, a mobile application that allows users to build, curate, and share nature photo collections. Twenty-eight children (aged 9-12) and their parents participated in the study; 15 used the NatureCollections app, and 13 used a basic Photo app. We found that the NatureCollections app significantly increased the time children spent outdoors compared to the Photo app. Children in both groups said they felt happy and excited about spending time in nature. However, children in the NatureCollections group reported that time spent outside with the app increased their curiosity about the types of species and plants they saw and photographed. Children in the NatureCollections group also engaged in nature-based conversations with their parents, and even sought to look up information online about the plants and animals they observed. In contrast, children in the basic Photo app group did not display this level of curiosity about what they saw in nature, and the photos they took were driven largely by the aesthetic qualities of nature elements. Our results suggest that NatureCollections promotes and supports children's connectedness to nature.
手机应用程序能鼓励孩子们花更多的时间在户外,促进他们与大自然的联系吗?在本文中,我们展示了一项为期三周的实验部署研究的结果,naturecoections是一个允许用户构建、管理和分享自然图片集的移动应用程序。28名儿童(9-12岁)及其父母参与了研究;15人使用natureminections应用程序,13人使用基本的照片应用程序。我们发现,与照片应用程序相比,natureminections应用程序显著增加了孩子们在户外度过的时间。两组孩子都表示,他们对花时间在大自然中感到高兴和兴奋。然而,natureminections小组的孩子们报告说,在户外使用该应用程序的时间增加了他们对所看到和拍摄的物种和植物类型的好奇心。“自然回忆”小组的孩子们还与父母进行了有关自然的对话,甚至试图在网上查找有关他们观察到的动植物的信息。相比之下,使用基本照片应用程序组的孩子们对他们在大自然中看到的东西没有表现出这种程度的好奇心,他们拍摄的照片在很大程度上是由自然元素的美学品质驱动的。我们的研究结果表明,naturecoections促进和支持儿童与自然的联系。
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引用次数: 12
A content analysis of voice-based apps on the market for early literacy development 早期读写能力发展市场上基于语音的应用的内容分析
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394418
Ying Xu, M. Warschauer
Voice-based applications powered by conversational agents can potentially support young children's literacy development in informal settings. Yet, to realize such potential, designers must consider young users' typical communication and learning patterns. In this paper, we developed a framework of seven design dimensions across three aspects (i.e., learning content and goals, interactions and gamifications, and conversation design) that could influence the educational benefits young children receive from voice-based apps. We then used this framework to conduct a content analysis of 535 literacy-focused voice apps on the market to examine whether the prevalent design features of these apps meet the unique needs of young learners. Lastly, we discussed the implications of current design tendencies with the aim of encouraging future voice-based app designers to bridge the gap between research and practice.
由对话代理驱动的基于语音的应用程序可能会在非正式环境中支持幼儿的识字发展。然而,为了实现这种潜力,设计师必须考虑年轻用户的典型沟通和学习模式。在本文中,我们开发了一个包含七个设计维度的框架,涉及三个方面(即学习内容和目标、互动和游戏化以及对话设计),这些方面可能会影响幼儿从语音应用程序中获得的教育效益。然后,我们使用这个框架对市场上535个以读写为重点的语音应用程序进行了内容分析,以检查这些应用程序的流行设计特征是否满足年轻学习者的独特需求。最后,我们讨论了当前设计趋势的影响,旨在鼓励未来基于语音的应用程序设计师弥合研究与实践之间的差距。
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引用次数: 11
Decoding design agendas: an ethical design activity for middle school students 解码设计议程:中学生的伦理设计活动
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394396
Daniella DiPaola, Blakeley H. Payne, C. Breazeal
If we expect our children to be driving technology design agendas in the future, we must first help them recognize that opinions and beliefs are baked into the technologies that we create and that these opinions may serve some groups of people more than others. In this paper, we discuss an ethical design activity completed by 19 middle school-aged children. The activity encourages students to see technical systems as socio-technical systems, to engage them in stakeholder analysis, and to apply ethical design tools in order to redesign YouTube. Results indicate students are capable of transforming into critical users and ethical designers of technology. They are able to recognize the underlying design agendas for popular technologies such as YouTube, identify stakeholders who shape those design agendas, and apply an array of tools to reimagine technologies in a more inclusive manner.
如果我们希望我们的孩子在未来推动技术设计议程,我们必须首先帮助他们认识到,我们创造的技术中包含了观点和信念,这些观点可能比其他群体更适合某些群体。本文讨论了一项由19名初中生完成的道德设计活动。该活动鼓励学生将技术系统视为社会技术系统,让他们参与利益相关者分析,并应用道德设计工具来重新设计YouTube。结果表明,学生有能力转变为技术的关键用户和道德设计师。他们能够识别YouTube等流行技术的潜在设计议程,确定塑造这些设计议程的利益相关者,并应用一系列工具以更具包容性的方式重新构想技术。
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引用次数: 34
Designing an online sex education resource for gender-diverse youth 为性别多样化的青少年设计一个在线性教育资源
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394404
Calvin A. Liang, Katie Albertson, Florence Williams, David J. Inwards-Breland, Sean A Munson, J. Kientz, Kym R. Ahrens
Transgender and gender-diverse youth deserve proper sex education, but current educational and clinical structures largely ignore their developmental experiences. As a result, many of these teens go online to seek crucial information. Designers and researchers alike can benefit from an understanding of the design needs of gender-diverse youth for sex education online resources. We recruited 19 gender-diverse youth, ages 15 to 21, to participate in a mix of in-person and online design methods. This research makes three contributions; 1) identification of preferences for where gender-diverse teens prefer to get certain kinds of sexual health information, 2) design considerations for an online resource, 3a) a new method for eliciting preferences, the Four Corners Exercise, and 3b) a new method for combining the Asynchronous Remote Community (ARC) method with in-person sessions. Through this research, we provide key considerations in developing an online sex education resource for gender-diverse youth.
跨性别和性别多样化的青少年应该接受适当的性教育,但目前的教育和临床结构在很大程度上忽视了他们的发展经历。因此,这些青少年中的许多人上网寻找关键信息。设计师和研究人员都可以从了解性别多样化的年轻人对性教育在线资源的设计需求中受益。我们招募了19名年龄在15岁到21岁之间的不同性别的年轻人,参与了面对面和在线设计方法的混合。本研究有三个贡献:1)确定性别不同的青少年喜欢从哪里获得某些类型的性健康信息;2)在线资源的设计考虑;3a)引出偏好的新方法,四角练习;3b)将异步远程社区(ARC)方法与面对面会议相结合的新方法。通过本研究,我们提供了为性别多样化的青少年开发在线性教育资源的关键考虑。
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引用次数: 16
Can design documentaries disrupt design for disability? 设计纪录片能颠覆残障设计吗?
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394403
Seray B. Ibrahim, A. Vasalou, M. Clarke
This paper shows how design documentaries can motivate new perspectives for design and disability. We critically consider the ways in which design documentaries can foreground children's lived experiences and priorities, in cases where it is not always possible to involve children early on in the design process. By presenting a design case for supporting communication that involves children with severe speech and physical impairments and their social peers, we discuss how this narrative method can evoke designer empathy and guide new interpretations. Our findings show that design documentaries can convey to designers rich and multifaceted accounts of children's communication experiences. Although this is found to be generative, we also identify a tension with a bodily impairment understanding of disability. Drawing on reflections from our case study, we propose new methodological implications for embedding design documentaries in the design process of technologies for disability.
本文展示了设计纪录片如何激发设计和残疾的新视角。我们批判性地考虑了设计纪录片可以突出儿童生活经历和优先事项的方式,在不可能让儿童早期参与设计过程的情况下。通过展示一个涉及严重语言和身体障碍儿童及其社会同伴的支持沟通的设计案例,我们讨论了这种叙事方法如何引起设计师的共鸣并指导新的解释。我们的研究结果表明,设计纪录片可以向设计师传达儿童交流经历的丰富和多方面的描述。虽然我们发现这是一种生成,但我们也发现了一种对残疾的身体损伤理解的张力。通过对案例研究的反思,我们提出了在残疾人技术设计过程中嵌入设计纪录片的新方法。
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引用次数: 6
Out of tune: discord and learning in a music programming museum exhibit 走调:音乐节目博物馆展览中的不和谐与学习
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394430
D. Long, Tom McKlin, Anna Weisling, William Martin, Steven M. Blough, Katlyn Voravong, Brian Magerko
Museum visitors often come into the museum space receptive to exploring new ideas, and this may encourage members of visitor groups to be supportive and cooperative when engaging together with exhibits. However, as participant groups explore the concepts of the exhibit, interruptions, conflicts, or disagreements may result. We collectively label this social tension as discord. This paper studies discord among family groups interacting with TuneTable, a museum exhibit designed to promote middle school students' interest in and learning of basic computing concepts (e.g. loops, conditionals) through music programming. We analyzed video recordings of each participant group and found that discord often appears alongside three markers of high engagement: a) complex physical manipulation of exhibit components; b) conversation demonstrating an in-depth understanding of how the exhibit works; and c) instances of collaboration between group members. Our findings suggest that certain types of discord could potentially be indicators of productive learning experiences at museum exhibits related to computing. In addition, when designing informal learning experiences for computing education, our findings suggest that discord is a potential trigger for deeper engagement that warrants further exploration.
博物馆的参观者经常进入博物馆空间,接受探索新的想法,这可能会鼓励游客群体的成员在参与展览时给予支持和合作。然而,当参与者小组探索展览的概念时,可能会出现中断、冲突或分歧。我们把这种社会紧张关系统称为不和谐。TuneTable是一个博物馆展览,旨在通过音乐节目促进中学生对基本计算概念(如循环、条件)的兴趣和学习,本文研究了家庭群体与TuneTable互动时的不和谐。我们分析了每个参与者组的视频记录,发现不和谐经常出现在高参与度的三个标志旁边:a)展品组件的复杂物理操作;B)对话,展示对展览如何运作的深入理解;c)团队成员之间的合作。我们的研究结果表明,在与计算机相关的博物馆展览中,某些类型的不和谐可能是富有成效的学习体验的潜在指标。此外,在为计算机教育设计非正式学习体验时,我们的研究结果表明,不和谐是引发更深层次参与的潜在因素,值得进一步探索。
{"title":"Out of tune: discord and learning in a music programming museum exhibit","authors":"D. Long, Tom McKlin, Anna Weisling, William Martin, Steven M. Blough, Katlyn Voravong, Brian Magerko","doi":"10.1145/3392063.3394430","DOIUrl":"https://doi.org/10.1145/3392063.3394430","url":null,"abstract":"Museum visitors often come into the museum space receptive to exploring new ideas, and this may encourage members of visitor groups to be supportive and cooperative when engaging together with exhibits. However, as participant groups explore the concepts of the exhibit, interruptions, conflicts, or disagreements may result. We collectively label this social tension as discord. This paper studies discord among family groups interacting with TuneTable, a museum exhibit designed to promote middle school students' interest in and learning of basic computing concepts (e.g. loops, conditionals) through music programming. We analyzed video recordings of each participant group and found that discord often appears alongside three markers of high engagement: a) complex physical manipulation of exhibit components; b) conversation demonstrating an in-depth understanding of how the exhibit works; and c) instances of collaboration between group members. Our findings suggest that certain types of discord could potentially be indicators of productive learning experiences at museum exhibits related to computing. In addition, when designing informal learning experiences for computing education, our findings suggest that discord is a potential trigger for deeper engagement that warrants further exploration.","PeriodicalId":316877,"journal":{"name":"Proceedings of the Interaction Design and Children Conference","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123709038","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Investigating family perceptions and design preferences for an in-home robot 调查家庭对家用机器人的看法和设计偏好
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394411
Bengisu Cagiltay, Hui-Ru Ho, Joseph E. Michaelis, Bilge Mutlu
Child-robot interactions in educational, developmental, and health domains are widely explored, but little is known about how families perceive the presence of a social robot in their home environment and its participation in day-to-day activities. To close this gap, we conducted a participatory design (PD) study with six families, with children aged 10--12, to examine how families perceive in-home social robots participating in shared activities. Our analysis identified three main themes: (1) the robot can have a range of roles in the home as a companion or as an assistant; (2) family members have different preferences for how they would like to interact with the robot in group or personal interactions; and (3) families have privacy, confidentiality, and ethical concerns regarding a social robot's presence in the home. Based on these themes and existing literature, we provide guidelines for the future interaction design of in-home social robots for children.
儿童-机器人在教育、发展和健康领域的互动被广泛探索,但对于家庭如何看待社交机器人在家庭环境中的存在以及它在日常活动中的参与,人们知之甚少。为了缩小这一差距,我们对6个孩子年龄在10- 12岁的家庭进行了一项参与式设计(PD)研究,以研究家庭如何看待参与共享活动的家庭社交机器人。我们的分析确定了三个主要主题:(1)机器人可以在家中扮演一系列角色,作为伴侣或助手;(2)家庭成员在群体或个人互动中与机器人互动的偏好不同;(3)家庭对社交机器人出现在家中有隐私、保密和道德方面的担忧。基于这些主题和现有文献,我们为未来儿童家庭社交机器人的交互设计提供了指导方针。
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引用次数: 33
"Try your best": parent behaviors during administration of an online language assessment tool for bilingual Mandarin-English children “尽你所能”:家长在使用中英双语儿童在线语言评估工具时的行为
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394441
Yao Du, Li Sheng, Katie Salen Tekinbas
The world is becoming increasingly multilingual. In the U.S., despite rapid growth in linguistic diversity, there is a complete lack of multilingual language assessment tools and a severe shortage of multilingual clinicians to detect language impairments among children who speak minority languages. To develop accessible child language assessment tools, we designed MECO-LAB, a web-based bilingual Mandarin-English assessment that uses parents as one of the potential groups of test administrators. We analyzed 16 videos of child-parent dyads and found that with minimal instructions, the majority (11 out of 16) of parents were capable of administering MECO-LAB to their children. We identified 296 interference and 381 support behaviors from parents that are influenced by linguistic, cognitive, emotional, and technical factors that researchers should consider when designing online language assessments. We proposed design recommendations for supporting child-parent interactions in similar applications that enable parents to administer online bilingual language assessments to their children.
世界正变得越来越多语种。在美国,尽管语言多样性快速增长,但完全缺乏多语种语言评估工具,严重缺乏多语种临床医生来检测说少数民族语言的儿童的语言障碍。为了开发易于使用的儿童语言评估工具,我们设计了MECO-LAB,这是一种基于网络的中英双语评估,将家长作为潜在的测试管理员群体之一。我们分析了16个孩子-父母的视频,发现在最少的指导下,大多数(16个中的11个)父母能够对他们的孩子进行MECO-LAB。我们确定了296种来自父母的干预行为和381种支持行为,这些行为受到语言、认知、情感和技术因素的影响,研究人员在设计在线语言评估时应考虑这些因素。我们提出了在类似应用程序中支持亲子互动的设计建议,使父母能够对孩子进行在线双语语言评估。
{"title":"\"Try your best\": parent behaviors during administration of an online language assessment tool for bilingual Mandarin-English children","authors":"Yao Du, Li Sheng, Katie Salen Tekinbas","doi":"10.1145/3392063.3394441","DOIUrl":"https://doi.org/10.1145/3392063.3394441","url":null,"abstract":"The world is becoming increasingly multilingual. In the U.S., despite rapid growth in linguistic diversity, there is a complete lack of multilingual language assessment tools and a severe shortage of multilingual clinicians to detect language impairments among children who speak minority languages. To develop accessible child language assessment tools, we designed MECO-LAB, a web-based bilingual Mandarin-English assessment that uses parents as one of the potential groups of test administrators. We analyzed 16 videos of child-parent dyads and found that with minimal instructions, the majority (11 out of 16) of parents were capable of administering MECO-LAB to their children. We identified 296 interference and 381 support behaviors from parents that are influenced by linguistic, cognitive, emotional, and technical factors that researchers should consider when designing online language assessments. We proposed design recommendations for supporting child-parent interactions in similar applications that enable parents to administer online bilingual language assessments to their children.","PeriodicalId":316877,"journal":{"name":"Proceedings of the Interaction Design and Children Conference","volume":"227 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126532901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Not on any map: co-designing a meaningful bespoke technology with a child with profound learning difficulties 不在任何地图上:与一个有严重学习困难的孩子共同设计一个有意义的定制技术
Pub Date : 2020-06-15 DOI: 10.1145/3392063.3394427
Stephanie Robinson, S. Hannuna, Oussama Metatla
We present a case study of co-designing digital technology that offers positive and meaningful experiences with and for a child with profound learning difficulties and his family. We combine Method Stories and Participatory Evaluation to capture the process of engaging with Archie, a seven year old boy affected by brain damage, in performing independently an activity he enjoys and in the learning of communication skills. Our co-design process led to the creation of "Not On Any Map", an interactive physical device comprised of a custom made box, smart buttons and an Android application. Participatory evaluation with Archie showed that he was highly engaged with the technology, giving him more agency with an overall positive impact on his life and that of his direct family. We thus contribute an outline of an approach to co-designing bespoke technology, and present accounts of interaction in which a non-verbal child with profound learning difficulties can convey meaning through actions and joint attention. These findings open up new spaces for rethinking the function of Augmentative and Alternative Communication system and shape new directions for co-design in this context.
我们提出了一个共同设计数字技术的案例研究,为有严重学习困难的儿童及其家庭提供积极而有意义的体验。我们将方法故事和参与式评估相结合,以捕捉与阿奇(一个七岁的脑损伤男孩)互动的过程,他独立地进行他喜欢的活动并学习沟通技巧。我们的共同设计过程创造了“不在任何地图上”,这是一个由定制的盒子,智能按钮和Android应用程序组成的交互式物理设备。对阿奇的参与式评估显示,他对这项技术的投入程度很高,这给了他更多的主动权,对他和他的直系家庭的生活产生了全面的积极影响。因此,我们概述了共同设计定制技术的方法,并介绍了具有深刻学习困难的非语言儿童通过行动和共同注意传达意义的互动情况。这些发现为重新思考辅助和替代通信系统的功能开辟了新的空间,并在此背景下为协同设计塑造了新的方向。
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引用次数: 5
期刊
Proceedings of the Interaction Design and Children Conference
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