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Social imaginaries as a lens on co-designing environmental sustainability 社会想象作为共同设计环境可持续性的镜头
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-08-30 DOI: 10.1016/j.ijcci.2025.100759
Jerry Fails , Aurora Constantin , Eva Eriksson , Janet Read , Gavin Sim , Marie Boden , Jessica Korte , Sanjana Bhatnagar , Judith Good
Social imaginaries are a way of envisioning how people maintain society, and of understanding what is valued within that society. In this project, we worked with children on environmentally sustainable solutions for the future using co-design, a common methodology in child–computer interaction. We apply a social imaginary lens to five co-design case studies, from different geographic regions around the world, to describe and analyze variations in design practices as well as in design artifacts, and examine the ways in which children demonstrated a shared understanding of a pro-social world. The primary contribution of this paper is an illustration of the use of social imaginaries for interpreting and organizing co-design around environmental sustainability.
社会想象是一种设想人们如何维持社会的方式,以及理解社会中什么是有价值的。在这个项目中,我们与孩子们一起使用协同设计,为未来的环境可持续解决方案,这是一种儿童-计算机交互的常用方法。我们将社会想象的镜头应用到五个来自世界各地不同地理区域的共同设计案例研究中,以描述和分析设计实践以及设计工件的变化,并检查儿童如何表现出对亲社会世界的共同理解。本文的主要贡献是利用社会想象来解释和组织围绕环境可持续性的共同设计。
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引用次数: 0
Investigating children ’s multimodal enactment in Digitally Augmented Tabletop storytelling 调查儿童在数字增强桌面故事叙述中的多模式行为
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-02 DOI: 10.1016/j.ijcci.2025.100770
Ting Liu , Gabriela Gomez , Frank M. Shipman
Young children often struggle to effectively express their ideas in both speaking and writing due to their developing cognitive and linguistic abilities. To address this challenge, this paper introduces the Digitally Augmented Tabletop Enactment (DATE) approach that integrates tactile-kinesthetic, augmented visual, and auditory elements to support motivation and multimodal enactment in storytelling by enriching children’s interactive experiences and fostering dynamic information processing across multiple sensory modalities. To implement this approach, we developed the lightweight Tabletop Imaginative Play as Enactive Storytelling (TIPES) system that combines physical play on a tabletop with real-time digital story representation. This system captures children’s manipulation of figurines and translates their actions into animated scenes, empowering them with direct control over story content and instant visual feedback.
We conducted a user study with 36 children to evaluate our approach’s impact compared to traditional tabletop storytelling. Our analyses examined the children’s embodied interactions during story enactment, writing performance, and user feedback. Results revealed that the DATE approach supported a stronger integration of physical and vocal modalities, greater narrative agency, and strengthened eye–hand coordination, reflecting deeper engagement. Importantly, children’s performance in verbal tasks such as speech narration and writing remained comparable across conditions, indicating that multimodal enactment along with an additional digital authoring experience can enrich storytelling without compromising narrative output quality. Additionally, children expressed strong enthusiasm for the DATE approach, underscoring its appeal in sustained engagement in creative storytelling. These findings highlight the potential of physical–digital tabletop enactment as a promising direction for designing educational technologies that scaffold expressive, collaborative, and developmentally appropriate narrative practices.
由于幼儿认知和语言能力的发展,他们往往很难有效地表达自己的想法。为了应对这一挑战,本文介绍了数字增强桌面模拟(DATE)方法,该方法集成了触觉-动觉、增强视觉和听觉元素,通过丰富儿童的互动体验和促进跨多种感官模式的动态信息处理,支持讲故事的动机和多模态模拟。为了实现这一方法,我们开发了轻量级的桌面想象游戏作为动态故事叙述(TIPES)系统,该系统将桌面的物理游戏与实时数字故事表示相结合。该系统捕捉儿童对小雕像的操作,并将他们的动作转化为动画场景,使他们能够直接控制故事内容和即时视觉反馈。我们对36名儿童进行了一项用户研究,以评估我们的方法与传统桌面讲故事的影响。我们的分析考察了孩子们在故事设定、写作表现和用户反馈过程中的具体互动。结果显示,DATE方法支持身体和声音模式的更强整合,更强的叙事代理,并加强眼手协调,反映出更深层次的参与。重要的是,儿童在口头任务(如演讲叙述和写作)中的表现在不同条件下保持可比性,这表明多模式制定以及额外的数字创作经验可以在不影响叙事输出质量的情况下丰富讲故事。此外,孩子们对DATE方法表达了强烈的热情,强调了它在持续参与创造性讲故事方面的吸引力。这些发现强调了物理-数字桌面模拟的潜力,它是设计教育技术的一个有希望的方向,可以支撑表达性、协作性和发展适宜的叙事实践。
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引用次数: 0
Beyond 'Minecraft' and 'Fortnite': A cluster-based study of digital Game use in Israeli children and teenagers 超越“我的世界”和“堡垒之夜”:一项基于集群的以色列儿童和青少年数字游戏使用研究
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-10-09 DOI: 10.1016/j.ijcci.2025.100785
Sharon Hardof-Jaffe , Meital Amzalag
Children and teenagers spend a lot of time playing digital games. These games serve various purposes, such as pleasure, entertainment, escapism, social interaction, relaxation, knowledge sharing, curiosity, and the need for belonging and recognition. The current study aims to explore the diverse uses of digital games among young users. Data was collected from 454 children and teenagers in grades 4–12 using online questionnaires. Findings reveal the wide range of game genre children and teenagers are engaged in. However, digital games cluster analysis reveals a large number of non-players. Furthermore, gender distribution analyses within clusters indicate that boys are more likely to identify as gamers and a high percentage of girls are non-players. In light of this study, educators and policy makers should be concerned that many children and teenagers do not have access to the valuable informal learning opportunities embedded in digital games.
儿童和青少年花很多时间玩电子游戏。这些游戏具有多种目的,如愉悦、娱乐、逃避现实、社交互动、放松、知识分享、好奇心、归属感和认同感。目前的研究旨在探索年轻用户对数字游戏的不同使用方式。通过在线问卷调查,收集了454名4-12年级的儿童和青少年的数据。调查结果显示,儿童和青少年参与的游戏类型非常广泛。然而,数字游戏聚类分析揭示了大量非玩家。此外,集群内的性别分布分析表明,男孩更有可能被认为是游戏玩家,而女孩的非玩家比例很高。根据这项研究,教育工作者和政策制定者应该关注许多儿童和青少年无法获得数字游戏中宝贵的非正式学习机会。
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引用次数: 0
Techno-optimism in the face of the digital divide: A systematic review on using mobile technologies for children’s environmental learning in the Global South 面对数字鸿沟的技术乐观主义:对全球南方使用移动技术进行儿童环境学习的系统回顾
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-11-03 DOI: 10.1016/j.ijcci.2025.100786
Yuanting Qiu
The digital divide between the Global North and South continues to shape how digital technologies are integrated into environmental and sustainability education (ESE) for children. This systematic review examines how ESE researchers have addressed the digital divide in their empirical studies on mobile technologies in the South over the past decade (2014–2024). Drawing on a comprehensive search across four databases, 19 empirical studies from nine countries spanning three continents were analysed using content analysis. While publication rates are on the rise, the findings reveal limited engagement with the structural implications of the digital divide, particularly in relation to localised environmental challenges and sociodemographic contexts. Two key themes emerge from the analysis: (1) a persistent techno-optimism despite uneven access and infrastructural gaps within the South, and (2) the community’s dual role in children’s environmental learning shaped by intergenerational dynamics and digital asymmetries. The review calls for more critically engaged, context-sensitive research that recognises the uneven digital landscapes within the Global South.
全球南北之间的数字鸿沟继续影响着数字技术如何融入儿童环境和可持续发展教育(ESE)。这篇系统综述考察了ESE研究人员在过去十年(2014-2024年)对南方移动技术的实证研究中如何解决数字鸿沟。通过对四个数据库的全面搜索,使用内容分析对来自三大洲九个国家的19项实证研究进行了分析。虽然出版率在上升,但调查结果显示,人们对数字鸿沟的结构性影响的关注有限,特别是在当地环境挑战和社会人口背景方面。分析中出现了两个关键主题:(1)尽管南方的接入不均和基础设施存在差距,但持续的技术乐观主义;(2)代际动态和数字不对称塑造了社区在儿童环境学习中的双重作用。该报告呼吁进行更多批判性的、对环境敏感的研究,认识到全球南方国家内部不平衡的数字景观。
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引用次数: 0
Spatial adventure: An augmented reality system for children's spatial skills training 空间冒险:儿童空间技能训练的增强现实系统
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-23 DOI: 10.1016/j.ijcci.2025.100783
Ning Zou , Ruyue Wang , Chunlei Chai , Xiaohan Zhang
Spatial ability is recognized as an important component of children's intelligence and plays an important role in all areas. Despite the importance and potential utility of spatial ability for children, the development of spatial ability within the primary classroom has often been neglected. Moreover, little research has been conducted to propose a systematic theoretical model for intervention training of children's spatial abilities. In addition, many of the current spatial ability trainings mainly rely on two-dimensional visual space, and there is still a need to further expand the design of intervention systems in three-dimensional visual space. In this paper, we explore a spatial cognition intervention method for children based on augmented reality technology, and design and develop an implementation of this approach in a system we call Spatial Adventure. Containing five major game levels, it comprehensively covers the training content of five spatial sub-elements: mental rotation, spatial relations, spatial visualization, spatial perception, and spatial orientation. Finally, the effectiveness of this method on children's spatial ability enhancement is verified through experiments.
空间能力被认为是儿童智力的重要组成部分,在各个领域都发挥着重要作用。尽管空间能力对儿童的重要性和潜在效用,但在小学课堂中空间能力的发展往往被忽视。此外,对儿童空间能力干预训练的系统理论模型研究较少。此外,目前很多空间能力训练主要依赖于二维视觉空间,三维视觉空间干预系统的设计还需要进一步拓展。在本文中,我们探索了一种基于增强现实技术的儿童空间认知干预方法,并设计和开发了一种在我们称为空间冒险的系统中实现该方法的方法。包含五大游戏关卡,全面涵盖了心理旋转、空间关系、空间可视化、空间感知、空间定向五个空间子元素的训练内容。最后,通过实验验证了该方法对儿童空间能力增强的有效性。
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引用次数: 0
Collaborative assessment in design-based technology education 基于设计的技术教育中的协同评估
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-11 DOI: 10.1016/j.ijcci.2025.100779
Hanna Aarnio , Kaiju Kangas , Maria Clavert , Auli Toom
In design-based technology education, collaborative assessment between pupils and teachers has been shown to be a key element in facilitating learning. Previous studies have focused on formative, diagnostic, and summative forms of assessment limited to pupils' learning. However, it remains unknown how these forms are manifested in design-based technology projects that involve collaborative assessment between teachers and pupils. This study takes a longitudinal perspective on collaborative assessment by examining classroom interactions in a board game design project implemented in a Finnish primary school. The participants were two experienced craft teachers and six pupils who worked on collaborative designing in two small groups. The video data were analyzed by following a three-level approach, including macro, meso, and micro levels. The results were visualized with Process-Rugs, which showed assessment connected to verbal and embodied design activities. The findings revealed that pupils' and teachers' collaboration in assessment varied at different stages of the technology project. Peer assessment was most common after the project's midpoint, while teacher–pupil collaboration focused on the beginning and end parts. Formative and summative assessment were prevalent in collaboration between pupils, while teachers led the diagnostic assessment activities.
在以设计为基础的技术教育中,学生和教师之间的协作评估已被证明是促进学习的关键因素。以前的研究集中在形成性、诊断性和总结性的评估形式,仅限于学生的学习。然而,这些形式如何在基于设计的技术项目中表现出来,涉及教师和学生之间的协作评估,仍然是未知的。本研究通过对芬兰一所小学实施的桌游设计项目中的课堂互动进行考察,从纵向角度研究协作评估。参与者是两名经验丰富的工艺教师和六名学生,他们分成两个小组进行协作设计。视频数据按照宏观、中观和微观三个层次进行分析。结果是可视化的过程地毯,它显示了与口头和具体化的设计活动有关的评估。调查结果显示,在技术项目的不同阶段,学生和教师在评估方面的合作有所不同。同伴评估在项目的中点之后最为常见,而师生合作则集中在项目的开始和结束部分。形成性评估和总结性评估在学生之间的合作中普遍存在,而教师则主导诊断性评估活动。
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引用次数: 0
“Someone who has ADHD or someone who has autism should make the Rules”: A participatory study of neurodivergent Child perspectives on the ethics of Extended reality technologies “患有多动症或自闭症的人应该制定规则”:一项关于扩展现实技术伦理的神经发散性儿童观点的参与性研究
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-11 DOI: 10.1016/j.ijcci.2025.100782
Meryl Alper, Eunju Pak, Eileen McGivney, Veronica Rubinsztain
Extended reality (XR) technologies have the potential to shift the digital landscape for young people's education, play, and social interactions. However, the immersive and data-intensive nature of these technologies also poses risks for young people, with autistic children and/or those with ADHD (i.e., neurodivergent children) experiencing specific vulnerabilities. We conducted an interview study with 21 neurodivergent children ages 8–13, drawing on animated speculative future use scenarios as a discussion prompt, to identify their views on the possibilities and limitations of XR technologies. While their ethical critiques overlapped significantly with those of neurotypical children in prior work, they also offered novel interpretations (e.g., the importance of neurodivergent individuals being involved in XR design; heightened potential for problematic media use with VR). This study contributes to the child-computer interaction community by surfacing the views of a population whose first-person accounts of novel technologies are underrepresented. In addition, our work offers valuable insights into ethical XR research with and design for neurodivergent children, considering their priorities, interests, and concerns.
扩展现实(XR)技术有可能改变年轻人的教育、游戏和社会互动的数字格局。然而,这些技术的沉浸式和数据密集型性质也给年轻人带来了风险,自闭症儿童和/或患有多动症的儿童(即神经分化儿童)经历了特定的脆弱性。我们对21名8-13岁的神经分化儿童进行了访谈研究,利用动画预测未来使用场景作为讨论提示,以确定他们对XR技术的可能性和局限性的看法。虽然他们的伦理批评与之前工作中对神经正常儿童的批评有很大的重叠,但他们也提供了新的解释(例如,神经发散性个体参与XR设计的重要性;VR媒体使用问题的可能性增加)。这项研究通过揭示人们对新技术的第一人称描述不足的观点,为儿童电脑交互社区做出了贡献。此外,我们的工作为神经分化儿童的道德XR研究和设计提供了有价值的见解,考虑到他们的优先事项,兴趣和关注点。
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引用次数: 0
Engaging the next generation of Child–Computer Interaction researchers: Teaching CCI 参与下一代儿童-计算机交互研究:教学CCI
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-12 DOI: 10.1016/j.ijcci.2025.100772
Eva Eriksson , Ole Sejer Iversen , Marie-Monique Schaper , Gökçe Elif Baykal , Greg Walsh , Juan Pablo Hourcade , Janet Read
Child–computer Interaction (CCI) is an established research field with its own conference and journal for disseminating results and community engagement. However, there are voices calling for the field to mature (e.g. Torgersson, Bekker, Barendregt, Eriksson, and Frauenberger (2019)). One way to address that is to discuss the ever evolving CCI curriculum in order to discover what efforts are made for engaging a new generation of researchers in the field. This special issue seeks to gather informative and inspirational perspectives on teaching CCI in order to engage the next generation of researchers in the field. Our hope is that this special issue will not only serve as knowledge sharing within the community, but also inspire more people to start teaching CCI and thereby open up for engaging the next generation of researchers.
儿童计算机交互(CCI)是一个成熟的研究领域,有自己的会议和期刊来传播结果和社区参与。然而,也有声音呼吁该领域走向成熟(例如Torgersson, Bekker, Barendregt, Eriksson和Frauenberger(2019))。解决这个问题的一种方法是讨论不断发展的CCI课程,以便发现为吸引新一代研究人员在该领域所做的努力。这期特刊旨在收集有关CCI教学的信息和鼓舞人心的观点,以吸引该领域的下一代研究人员。我们希望这期特刊不仅可以作为社区内的知识分享,还可以激励更多的人开始教授CCI,从而为下一代研究人员的参与开辟道路。
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引用次数: 0
Young students’ enactment patterns in visual programming – 'plan-driven' or 'in-the-moment' 青年学生在视觉编程中的行为模式——“计划驱动”或“即时”
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-11-08 DOI: 10.1016/j.ijcci.2025.100789
Anna Sjödahl , Andreas Eckert
Visual programming has become a popular way to provide young students with the opportunity to engage in complex problem-solving, often referred to as computational thinking. Most frameworks for computational thinking are comprehensive yet lack a fine-grained perspective on young students' engagement in programming. Therefore, this paper aims to unpack young students’ enacted problem-solving as they engage in open-ended programming in a visual programming environment (VPE). Through the lens of abstracting and decomposing, we contribute with a close-up understanding of how young students tackle complex problems in a VPE. Data generated in a Swedish first-grade classroom consisted of screen recordings and plans from 13 student pairs, working during four lessons to produce animated stories in ScratchJr. Through the analysis, six enactment patterns were constructed, showing that students as young as seven to eight years old can solve problems involving multiple components, arranging them into cohesive solutions. There were major differences in the problem-solving process involving whether or not the students followed their plans, captured in plan-driven and in-the-moment enactment patterns. Plan-driven enactment patterns elicited shifts within abstracting and decomposing practices, which we consider essential for programming since such enactment patterns more often elicit complex problem-solving. The results suggest that young students should be encouraged to use plans extensively when working in a VPE.
可视化编程已经成为一种流行的方式,为年轻学生提供参与复杂问题解决的机会,通常被称为计算思维。大多数计算思维框架是全面的,但缺乏对年轻学生参与编程的细致视角。因此,本文旨在揭示年轻学生在可视化编程环境(VPE)中从事开放式编程时制定的问题解决方案。通过抽象和分解的镜头,我们对年轻学生如何在VPE中解决复杂问题做出了近距离的理解。在瑞典一年级的教室里产生的数据包括13对学生的屏幕录音和计划,他们在四节课上用ScratchJr制作动画故事。通过分析,构建了六种制定模式,表明7 - 8岁的学生就可以解决涉及多个组成部分的问题,并将它们排列成有凝聚力的解决方案。在解决问题的过程中,主要的差异包括学生是否遵循他们的计划,在计划驱动和即时制定模式中捕获。计划驱动的制定模式引发了抽象和分解实践中的转变,我们认为这对于编程是必不可少的,因为这样的制定模式更经常引发复杂的问题解决。结果表明,应鼓励年轻学生在VPE工作时广泛使用计划。
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引用次数: 0
Corrigendum to “Designing for Teen Mental Health: An exploration of the co-design of virtual reality in the public library setting” [International Journal of Child-Computer Interaction 42 (2024) 1–12 100693] “青少年心理健康设计:公共图书馆设置虚拟现实协同设计的探索”的勘误表[International Journal of Child-Computer Interaction 42 (2024) 1-12 100693]
Q1 Social Sciences Pub Date : 2025-12-01 Epub Date: 2025-09-30 DOI: 10.1016/j.ijcci.2025.100784
Elin A. Björling , Kung Jin Lee , Jin Ha Lee , Ruican Zhong , Sean Roth , Juan Rubio
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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