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International Journal of Child-Computer Interaction最新文献

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Augmented reality interactive experiences for multi-level chemistry understanding 促进多层次化学理解的增强现实互动体验
Q1 Social Sciences Pub Date : 2024-09-17 DOI: 10.1016/j.ijcci.2024.100681
Sandra Câmara Olim , Valentina Nisi , Teresa Romão
Children's early perception of chemistry as a complex and daunting subject can affect their achievements and future career choices. Augmented Reality (AR) and games can successfully engage students with learning content perceived to be less interesting or challenging. However, in chemistry, the vast majority of AR educational tools are designed for older students and are mainly focused on the visualisation of scientific phenomena, thus failing to engage a younger population. In this paper, we propose designing and implementing three AR game-based learning experiences that provide chemistry content at three levels: macroscopic, microscopic, and symbolic. We evaluated our experiences with 66 children (11–13 years old) with significant results: higher learning gains, an increase in the positive affect and a decrease in the negative affect. The results encouraged us to keep evaluating this technology as a tool to motivate and encourage children's interest in chemistry.
儿童早期认为化学是一门复杂而艰涩的学科,这会影响他们的成绩和未来的职业选择。增强现实技术(AR)和游戏可以成功地让学生参与到被认为不那么有趣或具有挑战性的学习内容中。然而,在化学领域,绝大多数 AR 教育工具都是为高年级学生设计的,主要侧重于科学现象的可视化,因此无法吸引年轻群体。在本文中,我们提出设计和实施三种基于 AR 游戏的学习体验,从宏观、微观和符号三个层面提供化学内容。我们以 66 名儿童(11-13 岁)为对象对我们的体验进行了评估,并取得了显著的成果:更高的学习效率、积极情绪的增加和消极情绪的减少。这些结果鼓励我们继续评估这项技术,将其作为激发和鼓励儿童对化学的兴趣的工具。
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引用次数: 0
“Yeah, no more tantrums, whoo!”: Practices parents valued to help children transition away from screens "是啊,再也不发脾气了,哇!":父母重视的帮助孩子远离屏幕的做法
Q1 Social Sciences Pub Date : 2024-09-17 DOI: 10.1016/j.ijcci.2024.100691
Juliana Zabatiero , Derek McCormack , Laura Stone , David Zarb , Susan Edwards , Leon Straker

Objective

To identify practices that were valued by parents in helping their young children to transition away from sedentary screen use.

Study design

This longitudinal trial, in a community setting, involved 13 families, with children aged between 15 and 36 months. Representatives from three service organizations compiled a list of digital resources related to using technology to facilitate children's transition away from sedentary screen use that were suitable to be shared and trialed by parents and young children. During a pre-trial workshop, researchers, participants, and organization representatives collaboratively developed the intervention, which involved the delivery of selected resources by weekly email, over a 12-week period. Participants provided weekly feedback about their experiences and participated in a post-intervention semi-structured qualitative interview. Thematic analysis was used to analyze data from interviews and written feedback.

Results

Participants reported several valued practices to facilitate their children's transition away from sedentary screen use, including those where digital technology provided strategies to assist parents in facilitating transitions, where singing and dancing potentially supported by digital technology were used to facilitate transitions, where digital technology provided ideas for transitions, and where the child's digital technology related interest was used to inspire transitions.

Conclusion

The use of curated resources within a collaborative approach between researchers, service providers and families resulted in several practices families of young children found useful in facilitating transitions away from sedentary screen use.

研究设计这项在社区环境中进行的纵向试验涉及 13 个家庭,这些家庭的孩子年龄在 15 到 36 个月之间。来自三个服务机构的代表编制了一份数字资源清单,这些资源与使用技术帮助儿童远离久坐使用屏幕有关,适合家长和幼儿共享和试用。在试行前的研讨会上,研究人员、参与者和机构代表共同制定了干预措施,包括在 12 周内每周通过电子邮件发送选定的资源。参与者每周就自己的体验提供反馈,并参加干预后的半结构化定性访谈。结果参与者报告了几种有价值的做法,以促进他们的孩子从久坐使用屏幕过渡到不使用屏幕,其中包括数字技术提供策略以帮助父母促进过渡,利用数字技术可能支持的唱歌和跳舞来促进过渡,数字技术提供过渡的想法,以及利用孩子与数字技术相关的兴趣来激发过渡。结论在研究人员、服务提供者和家庭之间的合作方法中使用经过整理的资源,可使幼儿家庭发现一些有用的做法,以促进幼儿从久坐使用屏幕过渡。
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引用次数: 0
Are mobile neurofeedback games a feasible way to improve self-regulation of attention for young marginalized children? 移动神经反馈游戏是改善边缘化儿童注意力自我调节的可行方法吗?
Q1 Social Sciences Pub Date : 2024-09-13 DOI: 10.1016/j.ijcci.2024.100690
Alissa N. Antle, Elgin-Skye McLaren
Interactive technology-mediated behavioral interventions are increasingly being studied with children at risk for attentional challenges. Few technology-mediated interventions have been designed for, or studied in the field with, marginalized children, who are at an elevated risk for attentional challenges. We adapted three existing neurofeedback games to create a proof-of-concept intervention to address this research gap. To investigate preliminary feasibility and efficacy we conducted a controlled field experiment with 28 children (aged 5 to 8, 22 male) from a disadvantaged community. Findings showed that with support all children were able to complete the intervention, and most were able to transfer newly attained attention regulation skills into everyday situations and maintain those skills over time. Our work serves as a proof-of-concept for this type of technology-mediated mental health intervention research, provides an exemplar of digital health research with hard-to-reach populations, and provides preliminary evidence that this research space warrants future attention.
以互动技术为媒介的行为干预措施越来越多地被用于研究有注意力障碍风险的儿童。以技术为媒介的干预措施很少是为边缘化儿童设计的,也很少对他们进行实地研究,而这些儿童面临注意力挑战的风险较高。我们对现有的三款神经反馈游戏进行了改编,创造出一种概念验证干预措施,以填补这一研究空白。为了调查初步的可行性和有效性,我们对来自弱势社区的 28 名儿童(5 至 8 岁,22 名男性)进行了实地对照实验。研究结果表明,在支持下,所有儿童都能完成干预,而且大多数儿童都能将新获得的注意力调节技能运用到日常生活中,并能长期保持这些技能。我们的工作为这类以技术为媒介的心理健康干预研究提供了概念验证,为针对难以接触人群的数字健康研究提供了范例,并初步证明这一研究领域值得未来关注。
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引用次数: 0
Improved socio-emotional skills in students with autism spectrum disorder (ASD) following an intervention supported by an augmented gamified environment 自闭症谱系障碍(ASD)学生在强化游戏化环境支持下接受干预后,社会情感技能得到提高
Q1 Social Sciences Pub Date : 2024-09-10 DOI: 10.1016/j.ijcci.2024.100683
Nerea López-Bouzas, M. Esther del Moral-Pérez, Jonathan Castañeda-Fernández

This study examines the impact of an intervention using an Augmented Gamified Environment (AGE) to stimulate socio-emotional skills in a sample of 54 subjects with Autism Spectrum Disorder (ASD) aged between 3 and 17 years old. The study used a quantitative, exploratory, analytical methodology. Socio-emotional skills were evaluated before and after intervention (pre-posttest) using the DiagnosticApp instrument, supported by a fun app. The study specifically analyzed their ability to identify primary and secondary emotions and emotional states, as well as the cause-effect relationship linked to a context. The results show that socio-emotional skills improved after the intervention, regardless of gender, age, degree of ASD, comorbidity, or type of language. Overall, the greatest improvement was in identifying both primary and secondary emotions through recognizing facial expressions. Additionally, as expected, older students, and those with less severe ASD and more functional language exhibited higher scores in their socio-emotional skills. In conclusion, the extrinsic motivation associated with the mix of game mechanics, dynamics, and aesthetics, along with the augmented reality resources making up the AGE, are key contributing elements in improving these students’ socio-emotional skills.

本研究以 54 名年龄在 3 至 17 岁之间的自闭症谱系障碍(ASD)受试者为样本,探讨了使用增强游戏化环境(AGE)进行干预对激发社会情感技能的影响。研究采用了定量、探索和分析方法。在趣味应用程序的支持下,使用 DiagnosticApp 工具对干预前后(前测-后测)的社会情感技能进行了评估。研究特别分析了他们识别主要情绪、次要情绪和情绪状态的能力,以及与情境相关的因果关系。结果显示,无论性别、年龄、自闭症程度、合并症或语言类型如何,干预后儿童的社会情感技能都得到了提高。总体而言,最大的进步是通过识别面部表情来辨别主要情绪和次要情绪。此外,正如预期的那样,年龄较大的学生、自闭症程度较轻且语言功能较强的学生在社会情感技能方面的得分较高。总之,与游戏机制、动态和美学相结合的外在动机,以及构成 AGE 的增强现实资源,是提高这些学生社会情感技能的关键因素。
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引用次数: 0
Erratum regarding missing declaration of competing interest statements in previously published articles 关于以前发表的文章中缺少竞争利益声明的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100670
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引用次数: 0
Erratum regarding missing Declaration of Competing Interest statements in previously published articles 关于以前发表的文章中缺少 "竞争利益声明 "的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100678
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引用次数: 0
Erratum regarding missing Declaration of Competing Interest statements in previously published articles 关于以前发表的文章中缺少 "竞争利益声明 "的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100677
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引用次数: 0
Erratum regarding missing declaration of competing interest statements in previously published articles 关于以前发表的文章中缺少竞争利益声明的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100676
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引用次数: 0
Erratum regarding missing declaration of competing interest statements in previously published articles 关于以前发表的文章中缺少竞争利益声明的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100675
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引用次数: 0
Erratum regarding missing Declaration of Competing Interest statements in previously published articles 关于以前发表的文章中缺少 "竞争利益声明 "的勘误
Q1 Social Sciences Pub Date : 2024-09-01 DOI: 10.1016/j.ijcci.2024.100671
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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