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Does conversation lead to better searches? Investigating single-shot and multi-turn spoken searches with children 会话能提高搜索效果吗?研究儿童的单次和多次口语搜索
Q1 Social Sciences Pub Date : 2024-07-14 DOI: 10.1016/j.ijcci.2024.100668
Thomas Beelen, Roeland Ordelman, Khiet P. Truong, Vanessa Evers, Theo Huibers

Interactive speech technologies such as Siri and Amazon Echo allow people to search for information via speech. These systems generally take a single spoken statement or query as input, which may not be enough to fully capture the user’s information need. Therefore, multi-turn conversations have been proposed to establish more detail. A conversational approach can particularly benefit children who experience more difficulty formulating precise queries. We carried out a study with 32 children comparing multi-turn conversations with single-shot (or Query-Response) interactions. We compared the descriptions of the information needs, as well as children’s search experience. Findings indicate that more elaborate descriptions of children’s information needs (more keywords) were gathered through conversational search, leading to more focused search results compared with the Query-Response search. Further analysis of children’s responses yielded insights into their preferences for conversing with speech-based interfaces. This paper also offers design and methodological recommendations for conversational agents that support children’s information search.

Siri 和亚马逊 Echo 等交互式语音技术允许人们通过语音搜索信息。这些系统通常将单一的口语陈述或查询作为输入,但这可能不足以完全捕捉用户的信息需求。因此,有人提出通过多轮对话来确定更多细节。会话方法尤其有利于儿童,因为他们在提出精确查询时会遇到更多困难。我们对 32 名儿童进行了一项研究,比较了多轮对话和单次(或查询-回复)互动。我们比较了对信息需求的描述以及儿童的搜索体验。研究结果表明,与 "询问-回复 "搜索相比,通过对话搜索收集到的儿童信息需求描述更详细(关键词更多),搜索结果也更有针对性。通过进一步分析儿童的回答,可以深入了解他们对与语音界面对话的偏好。本文还为支持儿童信息搜索的会话代理提供了设计和方法上的建议。
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引用次数: 0
Designing accessible digital musical instruments for special educational needs schools—A social-ecological design framework 为有特殊教育需求的学校设计无障碍数字乐器--社会生态设计框架
Q1 Social Sciences Pub Date : 2024-07-13 DOI: 10.1016/j.ijcci.2024.100666
Andreas Förster , Norbert Schnell

Digital musical instruments (DMIs) offer significant potential for use in special educational needs (SEN) schools. DMIs can provide access to contemporary musical experiences that align with students’ life experiences, as well as active music making for individuals experiencing various barriers to the use of conventional musical instruments. Currently, there is no design framework for DMIs that addresses the specific context of SEN schools. However, research suggests the importance of prioritizing the context of use over the technology in design approaches. To address this gap, we integrate the results of a year-long development project in a SEN school into a social-ecological design framework. We extend an existing DMI design framework to address the unique environment of SEN schools. Our proposed framework serves as a planning and evaluation tool, providing a reference point for future design projects. It helps to determine which stakeholders to involve, define their roles, and it includes additional aspects to address in the goal definition and design process. Our findings highlight the importance of involving multiple stakeholders in the design process, including students, teachers, and assistants. In this regard, we identified a potential tension between stakeholders’ personal interests and their role as advocates for the musicians, which can have both positive and negative effects on the design process. Our research underscores the need for stakeholders to understand the use of technology, pedagogical strategies for effectively using the instruments with individual students while meeting their social-emotional support needs, and musical knowledge, including non-classical music genres. We suggest that the necessary technical, pedagogical, and musical knowledge (TPACK) be inscribed into the instruments themselves and supplemented by educational materials and teacher training. Furthermore, our study emphasizes that there is no one-size-fits-all approach to the design process, design decisions, and pedagogical strategies for different use cases.

数字乐器(DMI)在特殊教育需求(SEN)学校的应用具有巨大潜力。DMI 可提供与学生生活经历相吻合的现代音乐体验,还可为那些在使用传统乐器时遇到各种障碍的人提供积极的音乐创作机会。目前,还没有针对特殊教育需要学校具体情况的多媒体教室设计框架。然而,研究表明,在设计方法中,使用环境比技术更重要。为了填补这一空白,我们将在一所特殊教育需要学校开展的为期一年的开发项目的成果整合到一个社会生态设计框架中。我们扩展了现有的 DMI 设计框架,以应对特殊教育需要学校的独特环境。我们提出的框架可作为规划和评估工具,为未来的设计项目提供参考点。它有助于确定哪些利益相关者需要参与,界定他们的角色,并包括在目标定义和设计过程中需要解决的其他方面。我们的研究结果强调了让学生、教师和助理等多方利益相关者参与设计过程的重要性。在这方面,我们发现利益相关者的个人利益与他们作为音乐家代言人的角色之间可能存在紧张关系,这可能对设计过程产生积极和消极的影响。我们的研究强调,利益相关者需要了解技术的使用、在满足学生的社会情感支持需求的同时有效使用乐器的教学策略,以及音乐知识,包括非古典音乐流派。我们建议将必要的技术、教学和音乐知识(TPACK)融入乐器本身,并通过教材和教师培训加以补充。此外,我们的研究还强调,针对不同的使用情况,在设计过程、设计决策和教学策略方面没有放之四海而皆准的方法。
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引用次数: 0
Let’s get them on board: Focus group discussions with adolescents on empowering leisure engagement in Fab Labs and makerspaces 让他们参与进来:与青少年就增强参与制作实验室和创客空间的休闲能力进行焦点小组讨论
Q1 Social Sciences Pub Date : 2024-07-04 DOI: 10.1016/j.ijcci.2024.100669
Kathrin Smolarczyk , Marios Mouratidis , Sophie Uhing , Rolf Becker , Stephan Kröner

Makerspaces and Fab Labs are growing in number all over the world, holding the potential to empower children and adolescents. They form an important pathway to provide young people with access to digital manufacturing technologies while fostering self-determination, collaboration, and creativity. We explore how the engagement in Fab Lab based leisure maker activities may be promoted, taking into account both the perspectives of adolescents and the potential of surrounding systems. For this, we conducted focus group discussions with N = 61 non-maker, adolescent girls and boys from 6th to 9th grade, to scrutinize hindering and promoting factors of their engagement in leisure maker activities, and to explore their preferences regarding the involvement of parents, teachers and peers while considering the ecological sustainability of the activities. A reflexive thematic analysis identified the hindering and promoting factors across different aspects of maker activities such as the purpose, location and setting, content, and learning processes. Implications for the promotion and design of maker activities, as well as implications for further research, are discussed.

世界各地的创客空间和 Fab 实验室越来越多,具有增强儿童和青少年能力的潜力。它们是为青少年提供数字制造技术的重要途径,同时还能培养自决、协作和创造力。考虑到青少年的观点和周边系统的潜力,我们探讨了如何促进青少年参与基于 Fab Lab 的休闲创客活动。为此,我们与 N = 61 名六年级至九年级的非创客男女青少年进行了焦点小组讨论,仔细研究他们参与休闲创客活动的阻碍因素和促进因素,并在考虑活动的生态可持续性的同时,探讨他们对家长、教师和同伴参与的偏好。通过反思性主题分析,确定了创客活动不同方面的阻碍和促进因素,如目的、地点和环境、内容和学习过程。讨论了促进和设计创客活动的意义以及进一步研究的意义。
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引用次数: 0
“I could become a white hat hacker” or “At least I am creative”: Children's technology protagonist identities and their evolution during a critical design and making project "我可以成为白帽黑客 "或 "至少我有创造力":儿童的技术主角身份及其在关键设计和制作项目中的演变
Q1 Social Sciences Pub Date : 2024-06-26 DOI: 10.1016/j.ijcci.2024.100667
Leena Ventä-Olkkonen, Netta Iivari, Heidi Hartikainen, Sumita Sharma, Essi Lehto, Jenni Holappa, Tonja Molin-Juustila

Child Computer Interaction (CCI) research stresses the importance of nurturing children's designer and maker identities; children should be growing up as future technology protagonists, who are driving technology development and critically reflecting on it. While the importance of designer and maker skills has been emphasized in the CCI literature, studies focusing on children's identity development are scarcer. This paper starts to fill this research gap. We develop a theoretical framework on children's technology protagonist identity based on multidisciplinary literature base. Based on pre- and post-interview dataset from a long-term critical design and making project with several school-classes, we identify divergent aspects of protagonist identity among children: they position themselves variably as technology users, designers, makers, critics and activists. Different designer and maker identity trajectories are also identified. The paper contributes to CCI research on identity and CCI discourse on technology protagonists and children's technology education.

儿童计算机交互(CCI)研究强调培养儿童设计者和制作者身份的重要性;儿童在成长过程中应成为未来技术的主角,推动技术发展并对其进行批判性反思。CCI 文献强调了设计师和创客技能的重要性,但关注儿童身份发展的研究却很少。本文开始填补这一研究空白。我们以多学科文献为基础,建立了儿童科技主角身份认同的理论框架。根据与几个学校班级开展的长期批判性设计和制作项目的前后访谈数据集,我们发现了儿童主角身份的不同方面:他们将自己定位为技术用户、设计师、制作者、批评家和活动家。我们还发现了不同的设计师和制作者身份轨迹。本文对 CCI 有关身份的研究以及 CCI 有关技术主角和儿童技术教育的论述做出了贡献。
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引用次数: 0
Teaching CCI in Computer Science and Computer Science Education 计算机科学和计算机科学教育中的 CCI 教学
Q1 Social Sciences Pub Date : 2024-05-29 DOI: 10.1016/j.ijcci.2024.100657
Nadine Dittert, Rina M. Ferdinand

This paper elaborates on a series of Child–Computer Interaction courses conducted at three universities in Germany. It emphasizes the integration of hands-on activities and a significant project development component, allowing students to practically apply and enhance their CCI knowledge. The article details the course structure, students’ engagement, and the evolution of content, underlining the importance of experiential learning in CCI education. Additionally, it offers reflections on the outcomes and lessons learned, serving as a resource for university lecturers looking to incorporate similar courses in their curriculum.

本文阐述了德国三所大学开设的一系列儿童与计算机互动课程。该课程强调将实践活动和重要的项目开发部分结合起来,让学生能够实际应用和提高 CCI 知识。文章详细介绍了课程结构、学生参与情况和内容演变,强调了体验式学习在 CCI 教育中的重要性。此外,文章还对成果和经验教训进行了反思,为希望在课程中纳入类似课程的大学讲师提供了参考。
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引用次数: 0
Eight-year-olds engaging in guided information searches with iPads: Dimensions of reading competence 八岁儿童使用 iPad 进行有指导的信息搜索:阅读能力的维度
Q1 Social Sciences Pub Date : 2024-05-23 DOI: 10.1016/j.ijcci.2024.100658
Eva Wennås Brante , Robert Walldén , Kim Ridell

This study examines how eight-year-old students engage in teacher-guided digital online reading during internet searches for specific information. The research focuses on the students' digital literacy and their ability to evaluate sources and decode complex text. We have used Luke and Freebody's four resources model and the concept of sourcing as theoretical underpinning. The study had a descriptive and exploratory approach. The study involved 17 eight-year-old students from a school with a one-to-one tablet policy. The students were divided into small groups to encourage interaction. Data were collected through audio and screen recordings and were multimodally transcribed to provide a detailed account of the children's internet search interactions. The study reveals that while students demonstrated proficiency in using digital tools and navigating the internet, they often struggled to assess source credibility and critically interpret the information they encountered. Furthermore, the study highlights the importance of guiding young students in navigating the complex media landscape, emphasizing the need to enhance their knowledge of different types of sources and the categories of individuals producing content. The researchers found that students' prior knowledge, such as familiarity with printed books, played a role in how they approached online reading, sometimes leading to difficulties in adapting their strategies for digital formats. In conclusion, this research underscores the need for explicit instruction and collaborative efforts in the classroom to develop students' digital reading skills and their ability to critically assess online sources, thus bridging the gap between technological proficiency and effective digital literacy. The findings offer insights for educators in preparing young readers for digital literacy and effective online information evaluation.

本研究探讨了八岁学生在互联网上搜索特定信息时,如何在教师指导下进行数字在线阅读。研究的重点是学生的数字素养以及他们评估信息来源和解码复杂文本的能力。我们以 Luke 和 Freebody 的四种资源模型和来源概念为理论基础。本研究采用描述性和探索性方法。研究涉及一所实行一对一平板电脑政策的学校的 17 名八岁学生。学生们被分成小组,以鼓励互动。通过录音和屏幕记录收集数据,并进行多模态转录,详细记录了孩子们的网络搜索互动。研究结果表明,虽然学生们在使用数字工具和浏览互联网方面表现出了一定的熟练程度,但他们在评估信息来源的可信度和批判性地解读所遇到的信息方面却往往力不从心。此外,研究还强调了指导青少年学生浏览复杂的媒体环境的重要性,强调有必要加强他们对不同类型的信息来源和制作内容的个人类别的了解。研究人员发现,学生的已有知识,如对印刷书籍的熟悉程度,对他们如何进行在线阅读起着一定的作用,有时会导致他们在调整策略以适应数字格式时遇到困难。总之,这项研究强调了在课堂上进行明确指导和合作的必要性,以培养学生的数字阅读技能和批判性评估在线资源的能力,从而缩小技术熟练程度和有效数字素养之间的差距。研究结果为教育工作者培养青少年读者的数字素养和有效的在线信息评估能力提供了启示。
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引用次数: 0
Nurturing systems thinking among young people by developing business ideas on sustainable AI 通过开发有关可持续人工智能的商业创新,培养年轻人的系统思维
Q1 Social Sciences Pub Date : 2024-05-10 DOI: 10.1016/j.ijcci.2024.100656
Marianne Kinnula, Eva Durall Gazulla, Noora Hirvonen, Jonna Malmberg, Lotta Haukipuro

The complexity of sustainability challenges has exposed the limitations of solutions relying on atomistic disciplinary knowledge and linear thinking, evidencing the need for embracing holistic and transdisciplinary mindsets. This paper builds on the assumption that systems thinking can contribute to approaching sustainability issues. In this study we investigate how to nurture systems thinking among young people in and through developing socially sustainable business ideas that utilize Artificial Intelligence (AI) technologies. To this end, we analyze 21 9th grade students' contributions during a work practice week at a Finnish university, during which they were introduced to AI, sustainability, and business thinking and invited to generate business ideas for sustainable innovations that use AI. Our multimodal analysis examines students’ business ideation process and outputs to identify various elements present in the working process that contribute to the development of sustainable AI from a systemic perspective. Based on our findings, we propose combining business innovation with sustainability as a strategy to develop learners' systems thinking.

可持续发展挑战的复杂性暴露了依赖原子式学科知识和线性思维的解决方案的局限性,证明了采用整体和跨学科思维方式的必要性。本文以系统思维有助于解决可持续发展问题这一假设为基础。在本研究中,我们探讨了如何在利用人工智能(AI)技术开发社会可持续商业创意的过程中培养年轻人的系统思维。为此,我们分析了 21 名九年级学生在芬兰一所大学的工作实践周期间所做的贡献,在此期间,我们向他们介绍了人工智能、可持续发展和商业思维,并邀请他们提出利用人工智能进行可持续创新的商业想法。我们的多模态分析研究了学生的商业构思过程和产出,从系统的角度确定了工作过程中有助于可持续人工智能发展的各种因素。基于我们的研究结果,我们建议将商业创新与可持续发展结合起来,作为培养学习者系统思维的一种策略。
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引用次数: 0
Teaching child-computer interaction: Critical reflections on a project-based interaction design course 儿童与计算机互动教学:对基于项目的交互设计课程的批判性思考
Q1 Social Sciences Pub Date : 2024-05-03 DOI: 10.1016/j.ijcci.2024.100654
Gökçe Elif Baykal

As a response to a recent call for developing teaching materials and sharing examples of good teaching practice in Child-Computer Interaction (CCI), this paper describes previous experiences from incorporating an existing CCI curriculum into an Interaction Design course, that is mandatory for third year Bachelor students enrolled in Communication Design program. This article is an attempt to reflect on the four-year experience constructively and critically in teaching and progressively developing an existing CCI course. The paper describes key elements to teaching how to carry out a theory-oriented and project-based design course formulated around the challenge of interaction design with and for children. As the paper reflects on previous experiences, the contribution of this paper is including formal procedural research ethics into student project proposals as part of core principles and giving students the possibility to manage a group work on several iterations for the same project throughout the semester. I discuss some of the reflections on the teaching experience for interaction design and children have posed to me as a CCI researcher and university teacher and outline a set of lessons learned that I think would shed a light for taking ethical approval for student project works in future CCI teaching practices.

为了响应最近关于编写儿童与计算机交互(CCI)教材和分享良好教学实践范例的号召,本文介绍了将现有的 CCI 课程纳入交互设计课程的经验,该课程是传播设计专业三年级本科生的必修课程。本文试图以建设性和批判性的方式反思四年来教授和逐步发展现有 CCI 课程的经验。本文介绍了如何围绕 "与儿童和为儿童进行交互设计 "这一挑战,开展以理论为导向、以项目为基础的设计课程教学的关键要素。正如本文对以往经验的反思,本文的贡献在于将正式的程序研究伦理作为核心原则的一部分纳入学生的项目提案中,并让学生有可能在整个学期中对同一项目的多次迭代进行小组管理。作为一名 CCI 研究人员和大学教师,我讨论了对交互设计和儿童教学经验的一些反思,并概述了一系列经验教训,我认为这些经验教训将为在未来的 CCI 教学实践中对学生项目作品进行伦理审批提供启示。
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引用次数: 0
Onboarding new talent to Child–Computer Interaction research: Teaching a tasting menu of CCI as an elective research subject 培养儿童与计算机互动研究的新人才:作为选修研究课题教授儿童与计算机互动的品尝菜单
Q1 Social Sciences Pub Date : 2024-04-26 DOI: 10.1016/j.ijcci.2024.100655
Marie-Monique Schaper, Mariana Aki Tamashiro, Maarten Van Mechelen, Ole Sejer Iversen, Eva Eriksson

We present a case study in which we seek to investigate what motivates interaction design students to take a small elective course in Child–Computer Interaction (CCI) and what we can offer as a ‘tasting menu’, a small sample of emerging research specialties, to awaken their interest for CCI. The study clarifies what motivated students to take the elective course and what their learning expectations were before the start of the course. We then prototyped and piloted a research-based ‘tasting menu’ type of course and conducted a formative and summative evaluation with the students. The contribution of this paper is a set of recommendations for onboarding new talent to the research field by teaching CCI in a modular fashion to interaction design students, based on students’ and teachers’ experiences.

我们介绍了一项案例研究,旨在调查是什么促使交互设计专业的学生选修儿童-计算机交互(CCI)这门小型选修课,以及我们可以提供哪些 "品尝菜单",即新兴研究专业的小样本,以唤起他们对CCI的兴趣。这项研究明确了学生选修这门选修课的动机,以及他们在开课前的学习期望。然后,我们设计并试行了基于研究的 "品尝菜单 "式课程,并对学生进行了形成性和总结性评估。本文的贡献在于,根据学生和教师的经验,为交互设计专业的学生提供了一系列建议,以模块化的方式教授 CCI,从而将新人才纳入研究领域。
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引用次数: 0
Deepening children’s STEM learning through making and creative writing 通过制作和创意写作深化儿童的 STEM 学习
Q1 Social Sciences Pub Date : 2024-04-10 DOI: 10.1016/j.ijcci.2024.100651
Joey Huang , Ariel Han , Ana Villanueva , Ziyi Liu , Zhengzhe Zhu , Karthik Ramani , Kylie Peppler

Current trends demonstrate that researchers and K-12 educators are moving towards integrating computational thinking (CT) concepts outside of the computer science (CS) classroom (Lee et al., 2020). However, one of the present challenges includes a lack of engaging learning content and instruction for translating computational concepts that non-CS instructors can bring into their classrooms. Our research team developed the Grove-Blockly platform, a website that employs block-based programming and physical computing elements with simulations to support CT learning and IoT practices. We designed a 5-day workshop with the National Writing Project for students to engage in STEAM learning through making and creative writing. By examining students’ learning through the processes and outcomes of making, coding, and creative writing, we aim to better understand how learning occurs at the intersections of making, writing, and computing. The findings show students’ positive learning outcomes of CT and physical computing from the workshop. Mainly, students gained a deeper understanding of IoT elements (e.g., sensors, actuators) through the process of making and creative writing. This work provides empirical evidence on how students learn CT and computational practices through making and creative writing. Finally, we discuss how the engagement of STEAM practices supports and empowers students’ learning of CT and physical computing through the creation of e-crafts by students.

当前的趋势表明,研究人员和 K-12 教育工作者正逐步将计算思维(CT)概念融入计算机科学(CS)课堂之外(Lee 等人,2020 年)。然而,目前面临的挑战之一是,缺乏引人入胜的学习内容和指导,无法将计算概念转化为非计算机科学教师的课堂教学内容。我们的研究团队开发了 Grove-Blockly 平台,这是一个采用基于积木编程和物理计算元素的模拟网站,以支持 CT 学习和物联网实践。我们与国家写作项目合作设计了一个为期 5 天的工作坊,让学生通过制作和创意写作参与 STEAM 学习。通过研究学生在制作、编码和创意写作过程中的学习情况和成果,我们旨在更好地了解学习是如何在制作、写作和计算的交叉点上进行的。研究结果表明,学生们在工作坊中积极学习了计算机辅助计算和物理计算。主要是,学生通过制作和创意写作的过程,加深了对物联网元素(如传感器、致动器)的理解。这项工作为学生如何通过制作和创意写作学习 CT 和计算实践提供了实证证据。最后,我们讨论了 STEAM 实践的参与如何通过学生创作电子作品来支持和增强学生对 CT 和物理计算的学习。
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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