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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.2024.100673
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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.2024.100674
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引用次数: 0
“You” versus “children”: A repeated-measures experiment on the effects of social robots’ use of (im)personal address forms when talking to children "你 "与 "孩子们":关于社交机器人在与儿童交谈时使用(非)个人称呼形式的影响的重复测量实验
Q1 Social Sciences Pub Date : 2024-08-26 DOI: 10.1016/j.ijcci.2024.100682
Caroline L. van Straten, Jochen Peter, Rinaldo Kühne

Address forms are an important element of communication and can both reflect and affect how social robots are responded to. However, their effects on children's responses to social robots remain understudied. To fill this gap initially, we conducted an online repeated-measures experiment to investigate the effects of a robot's use of personal (“you”) versus impersonal (“children”) address forms on children's involvement in the interaction, their perception of the robot (in terms of cognitive and affective perspective-taking and social support) and their relationship with it (i.e., feelings of closeness and trust). Children (N = 282, age 8–9) watched two videos of a Nao robot with one week in between, in which the robot addressed them either personally or impersonally. We expected that children would respond more positively to a robot that always used personal address forms than to a robot that always used impersonal address forms, resulting in higher scores on all aforementioned variables. In addition, we expected that a change from impersonal to personal address forms over encounters would positively influence children's involvement, perception of the robot, and relationship with it, and vice versa for a change from personal to impersonal address forms. However, we did not find any significant effects of address form. We discuss the lack of significant findings in light of the differences between communication with humans versus machines.

称呼形式是交流的一个重要元素,既能反映也能影响人们对社交机器人的反应。然而,它们对儿童对社交机器人的反应的影响仍未得到充分研究。为了初步填补这一空白,我们进行了一项在线重复测量实验,研究机器人使用个人("您")和非个人("孩子们")地址形式对儿童参与互动、他们对机器人的感知(在认知和情感角度以及社会支持方面)以及他们与机器人的关系(即亲近感和信任感)的影响。孩子们(282 人,8-9 岁)观看了两段 Nao 机器人的视频,中间间隔一周,视频中机器人对他们进行了个人或非个人的讲话。我们预计,儿童对总是使用个人称呼形式的机器人的反应会比对总是使用非个人称呼形式的机器人的反应更积极,从而在上述所有变量中获得更高的分数。此外,我们还预计,在遇到机器人时,从非个人地址形式到个人地址形式的变化会对儿童的参与、对机器人的看法以及与机器人的关系产生积极影响,反之亦然,从个人地址形式到非个人地址形式的变化也会对儿童产生积极影响。但是,我们没有发现地址形式有任何显著影响。我们将根据与人交流和与机器交流之间的差异来讨论缺乏重大发现的问题。
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引用次数: 0
Social Media Co-pilot: Designing a chatbot with teens and educators to combat cyberbullying 社交媒体副驾驶员:与青少年和教育工作者共同设计聊天机器人,打击网络欺凌行为
Q1 Social Sciences Pub Date : 2024-08-10 DOI: 10.1016/j.ijcci.2024.100680
Wenting Zou , Qian Yang , Dominic DiFranzo , Melissa Chen , Winice Hui , Natalie N. Bazarova

Teens often encounter cyberbullying on social media. One promising way to reduce cyberbullying is through empowering teens to stand up for their peers and cultivating prosocial norms online. While there is no shortage of bystander interventions that have shown potential, little research has explored designing chatbots with users to provide a contextualized and embedded “learning at the moment” experience for bystanders. This study involved teens and educators in two design sessions: an in-depth interview to identify the barriers that prevent upstanding behaviors, and interaction with the “social media co-pilot'' chatbot prototype to identify design guidelines to empower teens to overcome these barriers. Qualitative analysis on the conversations from the two design sessions revealed three factors that curb teens' upstanding behaviors: a) inadequate knowledge about social norms, appropriate language, and consequences, b) inhibitive emotions such as fear of retaliation and confrontation; c) lack of empathy toward their peers. Key parameters were also identified to shape chatbot responses to encourage upstanding behaviors, such as a) adopting voices representing multiple roles, b) empathetic, friendly and encouraging tone, c) reflective, specific and relatable language and d) appropriate length. These insights inform the design of personalized and scalable education programs and moderation tools to combat cyberbullying.

青少年经常会在社交媒体上遭遇网络欺凌。减少网络欺凌的一个可行方法是增强青少年为同伴挺身而出的能力,并在网上培养亲社会规范。虽然旁观者干预措施不乏潜力,但很少有研究探讨如何与用户一起设计聊天机器人,为旁观者提供情景化和嵌入式的 "即时学习 "体验。这项研究让青少年和教育工作者参与了两个设计环节:深入访谈,以确定阻止旁观者行为的障碍;与 "社交媒体副驾驶 "聊天机器人原型互动,以确定设计准则,增强青少年克服这些障碍的能力。对两个设计环节的对话进行定性分析后发现,有三个因素阻碍了青少年的正直行为:a) 对社会规范、适当的语言和后果了解不足;b) 抑制性情绪,如害怕报复和对抗;c) 缺乏对同龄人的同情。此外,还确定了一些关键参数来塑造聊天机器人的回复,以鼓励他们的正直行为,如 a) 采用代表多种角色的声音;b) 同情、友好和鼓励的语气;c) 反思性、具体和贴近生活的语言;d) 适当的长度。这些见解为设计个性化、可扩展的教育计划和调节工具以打击网络欺凌提供了参考。
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引用次数: 0
Developing educational serious games as a proposal for university training in the area of Child Computer Interaction 开发教育性严肃游戏,作为儿童计算机互动领域大学培训的一项提案
Q1 Social Sciences Pub Date : 2024-07-31 DOI: 10.1016/j.ijcci.2024.100672
Cecilia Verónica Sanz , Verónica Artola , Sandra Baldassarri

Training in the area of CCI has become a current topic of debate. It is necessary to address the specificities related to this target audience in terms of ethical aspects, evaluation techniques and instruments and the appropriate approach to content, forms of interaction, among others. This work focuses on a project-based learning experience that is being developed with students in the area of computer science, who work on the development of educational serious games aimed at children. Different axes related to CCI training and educational game design are approached in a phase-based process and an analysis of cognitive residues that are addressed is also included. The project developed in 2023, related to healthy eating, is presented as an example of the experiences carried out with students. The results indicate that this type of proposals are attractive and motivating for the students involved, who participate in real projects with stakeholders and children.

目前,CCI 领域的培训已成为一个争论的话题。有必要从道德方面、评估技术和工具、内容的适当方法、互动形式等方面解决与这一目标受众相关的具体问题。这项工作的重点是与计算机科学领域的学生一起开发基于项目的学习体验,这些学生致力于开发面向儿童的严肃教育游戏。与 CCI 培训和教育游戏设计相关的不同轴心将在一个基于阶段的过程中进行处理,还包括对所处理的认知残留物的分析。以 2023 年开发的与健康饮食有关的项目为例,介绍了与学生一起开展的经验。研究结果表明,这类提案对参与其中的学生具有吸引力和激励作用,他们与利益相关者和儿童一起参与了真实的项目。
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引用次数: 0
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
期刊
International Journal of Child-Computer Interaction
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