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Enhancing computational thinking in upper elementary: A two-phase study examining the effect of unplugged activities 提高小学高年级的计算思维:一项两阶段的研究,考察了不插电活动的效果
Q1 Social Sciences Pub Date : 2025-07-18 DOI: 10.1016/j.ijcci.2025.100765
Youjung Jung, Michael Tscholl, Ying Xie
This two-phase study investigated the effect of unplugged activities (UAs) on learning computational thinking (CT) with educational robotics (ERs) of upper elementary school students. In Phase 1, we conducted a case study, using multiple sources of qualitative data to identify challenges students encountered in learning CT with ERs. We found that children often failed to explicitly program robot behaviors, had difficulties shifting between allocentric and egocentric reference frames, and understanding the ‘flow of control’. Based on these findings, we developed UAs to help students practicing task decomposition, identifying patterns in tasks, and applying abstraction and algorithmic thinking. In Phase 2, we tested the effects of the UAs in a quasi-experimental study conducted in a summer school. The results show that UAs targeting students' challenges significantly improved their learning of CT skills and programming. We discuss our approach and findings in relation to developing practical intervention designs for teachers and curriculum developers.
本研究分为两个阶段,探讨了不插电活动对小学高年级学生使用教育机器人学习计算思维(CT)的影响。在第一阶段,我们进行了一个案例研究,使用多种来源的定性数据来确定学生在与急诊室一起学习CT时遇到的挑战。我们发现,孩子们经常无法明确地对机器人行为进行编程,难以在非中心和自我中心的参考框架之间转换,也难以理解“控制流程”。基于这些发现,我们开发了ua来帮助学生练习任务分解,识别任务中的模式,以及应用抽象和算法思维。在第二阶段,我们在暑期学校进行的一项准实验研究中测试了UAs的效果。结果表明,针对学生挑战的ua显著提高了他们对CT技能和编程的学习。我们讨论了为教师和课程开发者开发实际干预设计的方法和发现。
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引用次数: 0
Design-based research and design thinking in the Fab Lab: Developing an intervention to spark empowering making activities among children and adolescents Fab实验室中基于设计的研究和设计思维:在儿童和青少年中开发一种激发授权制作活动的干预措施
Q1 Social Sciences Pub Date : 2025-07-12 DOI: 10.1016/j.ijcci.2025.100763
Kathrin Smolarczyk, Magdalena Virgo, Omed Abed, Rolf Becker
To thrive in a rapidly changing world, children need opportunities to develop agency. Fab Labs and makerspaces, equipped with digital fabrication tools, offer empowering settings where children can design and build their own creations while developing STEM competencies. This study investigates how making activities in such settings can foster agency by engaging children as active participants in a co-creative and participatory intervention grounded in Self-Determination Theory. Using a design-based research approach, three iterations of a four-week workshop series were conducted with N = 66 children and adolescents aged 9–13. Design thinking provided a guiding structure for children to generate and pursue their own ideas and for mentors to support the open-ended processes. Findings show that participants successfully engaged in self-directed and independent making activities, experienced agency, and continued their engagement. The study demonstrates the potential of Fab Labs to foster self-regulation and highlights the importance of iterative, participatory approaches for developing empowering interventions. It contributes to promoting equity in informal STEM education and offers both theoretical and practical implications, as well as further avenues for research.
为了在快速变化的世界中茁壮成长,孩子们需要发展能动性的机会。Fab Labs和创客空间配备了数字制造工具,为孩子们提供了强大的环境,在这里他们可以设计和建造自己的作品,同时培养STEM能力。本研究探讨了在这样的环境中如何通过让儿童积极参与基于自决理论的共同创造和参与性干预来培养能动性。采用基于设计的研究方法,对N = 66名9-13岁的儿童和青少年进行了为期四周的系列研讨会的三次迭代。设计思维为孩子们产生和追求自己的想法提供了一个指导结构,也为导师提供了一个支持开放式过程的指导结构。研究结果表明,参与者成功地参与了自主和独立的制作活动,体验了代理,并继续参与。该研究展示了Fab Labs在促进自我监管方面的潜力,并强调了开发赋权干预措施的迭代、参与式方法的重要性。它有助于促进非正式STEM教育的公平性,并提供理论和实践意义,以及进一步的研究途径。
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引用次数: 0
Towards serious games through a playful approach for children with autism spectrum disorder 通过一种有趣的方式来对待自闭症谱系障碍儿童的严肃游戏
Q1 Social Sciences Pub Date : 2025-06-18 DOI: 10.1016/j.ijcci.2025.100750
Franciely Alves de Souza , Suzerlly Vanderley Lopes Pires , Sara Raquel Araujo Leal , Cristian Camilo Millan Arias , Evanderson Heleno do Aguiar , Rogério Pontes de Araújo , Manoel Henrique da Nóbrega Marinho , Bruno José Torres Fernandes , Carlo Marcelo Revoredo da Silva
Recent Brazilian school surveys highlight a growing enrollment of students with Autism Spectrum Disorder (ASD) in early childhood education, emphasizing the need for inclusive tools to address their unique challenges. Children with ASD often exhibit deficits in Executive Functions (EFs), such as working memory, cognitive flexibility, and inhibitory control, which are critical for learning and self-regulation. This study aims to develop and evaluate a Serious Game (SG) tailored to monitor and stimulate EFs in children with ASD, integrating usability requirements (URs) and autism-friendly design principles. The game features three activities – Memory, Shadow-matching, and Painting – designed to assess and enhance EFs. A case study involved 12 Brazilian children aged 3 to 6 years (6 with ASD and 6 as a control group), with support from Specialized Educational Assistance (SEA). Data from 640 sessions were analyzed using therapist-supported Exploratory Data Analysis (EDA). Findings reveal significant differences in EF performance between ASD and control groups, particularly in error rates, help requests, and session durations. The game effectively engaged children with ASD, maintaining their participation and motivation. The SG shows promise as an inclusive educational tool, fostering EF development in children with ASD. A publicly available dataset supports further research in adaptive technologies.
最近的巴西学校调查显示,儿童早期教育中自闭症谱系障碍(ASD)学生的入学率不断上升,强调需要包容性工具来解决他们面临的独特挑战。患有ASD的儿童通常表现出执行功能(EFs)的缺陷,例如工作记忆、认知灵活性和抑制控制,这些对学习和自我调节至关重要。本研究旨在结合可用性要求(URs)和自闭症友好设计原则,开发和评估一款专门用于监测和刺激自闭症儿童ef的严肃游戏(SG)。游戏有三个活动——记忆、阴影匹配和绘画——旨在评估和增强EFs。一项案例研究涉及12名3至6岁的巴西儿童(6名患有自闭症,6名作为对照组),并得到了专业教育援助(SEA)的支持。使用治疗师支持的探索性数据分析(EDA)分析640个疗程的数据。研究结果显示,自闭症谱系障碍患者和对照组之间的EF表现存在显著差异,特别是在错误率、帮助请求和会话持续时间方面。这个游戏有效地吸引了自闭症儿童,保持了他们的参与和动力。SG作为一种全纳教育工具,有望促进自闭症儿童的EF发展。公开可用的数据集支持自适应技术的进一步研究。
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引用次数: 0
Children's information search with social robots: A focus on Children's question-asking behavior 基于社交机器人的儿童信息搜索:对儿童提问行为的关注
Q1 Social Sciences Pub Date : 2025-06-13 DOI: 10.1016/j.ijcci.2025.100751
Burcu Ünlütabak , Duygun Erol Barkana
As programmable virtual agents/robots are becoming increasingly common, it is essential to examine children's interactions with these technological tools. In this study, we examined how 35 5 to 9-year-old children interact with a social robot (NAO) during a Question Elicitation Task. Following receiving informed consent and demographics information from parents, we tested children individually in their schools. We invited children to ask questions to the robot about animals and objects. The robot provided scripted responses to children's questions across informative and noninformative answer conditions, presented in a fixed order. Children first received informative answers, and then non-informative answers. We simulated smooth conversations with the robot using a Wizard of Oz teleoperation interface using a Python GUI. This interface allowed us to respond to children's questions via a scripted response database generated by GPT-4 that we reviewed and edited for accuracy. If children asked questions beyond the database, this interface also allowed us to regenerate responses from GPT-4 online. Findings showed that children perceived robots as a friendly technological device rather than a living entity and asked the robot information-seeking questions about animals and objects. About 25–30 % of children's information-seeking questions were explanation-seeking. They asked fewer questions when they received non-informative answers than informative answers but this effect disappeared when frequency of questions were adjusted for the length of talk. Children mostly asked about label, function/behavior and physical properties of the items. We discuss these findings within the context of children's learning from social robots.
随着可编程虚拟代理/机器人变得越来越普遍,检查儿童与这些技术工具的互动是必不可少的。在这项研究中,我们研究了35名5至9岁的儿童在问题引出任务中如何与社交机器人(NAO)互动。在获得家长的知情同意和人口统计信息后,我们在他们的学校对儿童进行了单独测试。我们邀请孩子们向机器人提问关于动物和物体的问题。机器人对孩子们的问题按照固定的顺序,在有信息和没有信息的情况下提供脚本式的回答。孩子们首先得到了信息性的答案,然后是非信息性的答案。我们使用一个Python GUI的Wizard of Oz远程操作界面来模拟与机器人的流畅对话。这个界面允许我们通过GPT-4生成的脚本回答数据库来回答孩子们的问题,我们对这些数据库进行了审查和编辑,以确保准确性。如果孩子们问的问题超出了数据库,这个界面还允许我们重新生成GPT-4的在线回答。研究结果表明,儿童将机器人视为一种友好的技术设备,而不是一个活生生的实体,并向机器人询问有关动物和物体的信息。约25 - 30%的儿童信息寻求问题为解释寻求问题。当他们得到非信息性答案时,他们问的问题比得到信息性答案时少,但当问题的频率根据谈话的长度进行调整时,这种影响就消失了。孩子们主要询问物品的标签、功能/行为和物理性质。我们在儿童向社交机器人学习的背景下讨论这些发现。
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引用次数: 0
Deploying computation-based Making projects in authentic public school classrooms at scale: Lessons learned 在真实的公立学校教室中大规模部署基于计算的制作项目:经验教训
Q1 Social Sciences Pub Date : 2025-06-05 DOI: 10.1016/j.ijcci.2025.100738
Abhishek Kulkarni , David Magda , Rebecca Ward , Yerika Jimenez , Monica Hernandez , Ting Liu , Christina Gardner-McCune , Francis Quek , Rebecca Schlegel , Sharon Lynn Chu
Making has historically encompassed electronics and digital fabrication technologies. Increasingly, Making projects have started incorporating computational aspects. For example, a microprocessor board is attached to electronics and 3D-printed components so that they can be programmed to perform certain functions. Adding computation to Making enables a creation to become more dynamic and interactive. However, incorporating computation into Making also increases the difficulty of integrating Making into formal educational settings not only because students need to handle an additional set of skills and concepts, but also in terms of the additional overhead in preparation. This work deployed computationally-based Making activities in authentic 5th and 6th grade (ages 10 to 12) science classrooms with 442 students in a public school in the United States for one year. Our research adopts the Design-Based Research (DBR) methodology, and this paper presents insights from our retrospective process of reflection, especially in terms of the challenges of integrating computation-based Making in the school context. Our findings indicate four key challenges to incorporate computation-based Making projects in the formal public school context on a sustained basis; achieving balance between science, Making, and computational thinking, making connections between these distinct concepts apparent, organizational and operational issues, and the delivery of designed lesson plans. Despite these challenges, we believe the potential for a positive impact is large. We make two primary contributions; a comprehensive description of an at-scale computation-based Making project as well as learnings for future Making work in formal educational settings.
制造在历史上包含了电子和数字制造技术。越来越多的制作项目开始纳入计算方面。例如,微处理器板连接到电子和3d打印组件上,这样它们就可以被编程来执行某些功能。将计算添加到制作中可以使创作变得更加动态和交互式。然而,将计算整合到制作中也增加了将制作整合到正规教育环境中的难度,这不仅是因为学生需要处理一组额外的技能和概念,而且还因为准备过程中的额外开销。这项工作在美国一所公立学校的442名学生为期一年的时间里,在真实的五年级和六年级(10至12岁)科学教室中部署了基于计算的制作活动。我们的研究采用了基于设计的研究(DBR)方法,本文提出了我们回顾反思过程的见解,特别是在将基于计算的制作整合到学校环境中的挑战方面。我们的研究结果表明,将基于计算的制作项目持续地纳入正式的公立学校环境中存在四个关键挑战;在科学,制造和计算思维之间取得平衡,在这些明显的不同概念,组织和操作问题之间建立联系,以及设计课程计划的交付。尽管存在这些挑战,但我们相信,积极影响的潜力很大。我们有两个主要贡献;全面描述了一个大规模的基于计算的制作项目,以及在正规教育环境中学习未来的制作工作。
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引用次数: 0
Erratum regarding missing Selection and participation statement in previously published article 关于先前发表的文章中缺失的选择和参与声明的勘误
Q1 Social Sciences Pub Date : 2025-06-01 DOI: 10.1016/j.ijcci.2025.100742
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引用次数: 0
Erratum regarding missing Selection and participation statement in previously published article 关于先前发表的文章中缺失的选择和参与声明的勘误
Q1 Social Sciences Pub Date : 2025-06-01 DOI: 10.1016/j.ijcci.2025.100745
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引用次数: 0
Erratum regarding missing Selection and participation statement in previously published article 关于先前发表的文章中缺失的选择和参与声明的勘误
Q1 Social Sciences Pub Date : 2025-06-01 DOI: 10.1016/j.ijcci.2025.100746
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引用次数: 0
Erratum regarding missing Selection and participation statement in previously published article 关于先前发表的文章中缺失的选择和参与声明的勘误
Q1 Social Sciences Pub Date : 2025-06-01 DOI: 10.1016/j.ijcci.2025.100744
{"title":"Erratum regarding missing Selection and participation statement in previously published article","authors":"","doi":"10.1016/j.ijcci.2025.100744","DOIUrl":"10.1016/j.ijcci.2025.100744","url":null,"abstract":"","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"44 ","pages":"Article 100744"},"PeriodicalIF":0.0,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144239706","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: 0
Erratum regarding missing parent’s consent statement due to children participation in previously published article 由于儿童参与先前发表的文章而导致父母同意声明缺失的勘误表
Q1 Social Sciences Pub Date : 2025-06-01 DOI: 10.1016/j.ijcci.2025.100743
{"title":"Erratum regarding missing parent’s consent statement due to children participation in previously published article","authors":"","doi":"10.1016/j.ijcci.2025.100743","DOIUrl":"10.1016/j.ijcci.2025.100743","url":null,"abstract":"","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"44 ","pages":"Article 100743"},"PeriodicalIF":0.0,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144239704","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: 0
期刊
International Journal of Child-Computer Interaction
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