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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
The intentions of the designers of digital educational tools in early childhood education 幼儿教育数字教育工具设计者的意图
Q1 Social Sciences Pub Date : 2024-04-04 DOI: 10.1016/j.ijcci.2024.100653
Maria Ploog , Tomasz Wiktorski

The popularity of programmable robots in early childhood education is growing. Such robots are discussed in the literature from the points of view of teachers, parents and children. We add the role of robot designers to this list. Focusing on designers and specifically their intentions is beneficial in two settings: in teacher training and whenever using the robots in playing activities in ECE. We present a qualitative study on robot designer intentions, conducted by group interviews with designers of two common but significantly different programmable robots, the Kubo robot and the Rugged robot. Using Activity Theory as the underlying framework for the thematic analysis of the interviews, our data reveal a large overlap of the intentions of both groups. They express the common goal of preparing children for the future although through slightly different competencies: enhancing computational thinking and 21st century skills, respectively. Both groups highlight the relevance of subjects outside computer science, specifically beyond coding. Our data also show a design process difference the Rugged robot was developed with a teacher-oriented approach whereas the Kubo robot with an object-oriented approach.

可编程机器人在幼儿教育中越来越受欢迎。文献从教师、家长和儿童的角度对这些机器人进行了讨论。我们将机器人设计者的角色也列入其中。关注设计者,特别是他们的意图,在两种情况下都是有益的:教师培训和在幼儿教育的游戏活动中使用机器人。我们介绍了一项关于机器人设计者意图的定性研究,该研究通过小组访谈的方式进行,访谈对象是两款常见但有显著差异的可编程机器人--Kubo 机器人和 Rugged 机器人--的设计者。我们使用活动理论作为访谈主题分析的基础框架,我们的数据揭示了两组设计者意图的大量重叠之处。他们表达了共同的目标,即让孩子们为未来做好准备,尽管通过的能力略有不同:分别是增强计算思维和 21 世纪技能。两组学生都强调了计算机科学以外学科的相关性,特别是编码以外的学科。我们的数据还显示了设计过程的差异,Rugged 机器人的开发采用了面向教师的方法,而 Kubo 机器人则采用了面向对象的方法。
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引用次数: 0
Digital play in the early years: A systematic review 幼儿期的数字游戏:系统回顾
Q1 Social Sciences Pub Date : 2024-03-27 DOI: 10.1016/j.ijcci.2024.100652
Celine Chu , Louise Paatsch , Lisa Kervin , Susan Edwards
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引用次数: 0
Validating a performance assessment of computational thinking for early childhood using item response theory 利用项目反应理论验证幼儿计算思维绩效评估
Q1 Social Sciences Pub Date : 2024-03-14 DOI: 10.1016/j.ijcci.2024.100650
Chungsoo Na , Jody Clarke-Midura , Jessica Shumway , Wilhelmina van Dijk , Victor R. Lee

Despite growing interest in early childhood computational thinking (CT), there is a lack of validated assessments for children who are emerging readers. This paper presents validity and reliability evidence of a performance-based assessment of CT using item response theory (IRT) from 272 children aged 4–8. Using a two-parameter logistic model IRT model (2PL IRT), we confirmed that model- and item-level fits are acceptable. Item analyses revealed a high discriminability (M = 2.26, SD = 1.12) and a moderate item difficulty (M = −0.21; SD = 0.86), on average, across 19 items. Reliability analysis demonstrated that the assessment was substantially reliable (marginal reliability: rxx = 0.87). Differential item functioning (DIF) analyses indicated that the assessment estimated children's item parameters fairly, regardless of their gender and age. However, we confirmed gaps in latent ability (θ) of CT by gender and age: boys showed higher latent ability of CT than girls, and old children (above 72 months) showed higher latent ability than young children (below 72 months). Findings suggest the assessment is a fair measure that can serve as a reliable and valid tool to assess CT for children who are emerging readers.

尽管人们对儿童早期计算思维(CT)的兴趣与日俱增,但目前还缺乏针对新阅读儿童的有效评估。本文利用项目反应理论(IRT)对 272 名 4-8 岁儿童的计算思维进行了基于表现的评估,并提供了有效性和可靠性证据。通过使用双参数逻辑模型 IRT 模型(2PL IRT),我们证实了模型和项目层面的拟合是可以接受的。项目分析显示,19 个项目平均具有较高的区分度(中值 = 2.26,标差 = 1.12)和中等的项目难度(中值 = -0.21,标差 = 0.86)。信度分析表明,评估结果非常可靠(边际信度:rxx = 0.87)。差异项目功能(DIF)分析表明,无论儿童的性别和年龄如何,评估对其项目参数的估计都是公平的。然而,我们证实了不同性别和年龄儿童在 CT 潜在能力(θ)方面的差距:男童的 CT 潜在能力高于女童,年长儿童(72 个月以上)的 CT 潜在能力高于年幼儿童(72 个月以下)。研究结果表明,该评估是一种公平的测量方法,可作为一种可靠、有效的工具来评估初学阅读儿童的计算机辅助阅读能力。
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引用次数: 0
Knowing versus doing: Children's social conceptions of and behaviors toward virtual reality agents 知与行:儿童对虚拟现实代理的社会观念和行为
Q1 Social Sciences Pub Date : 2024-03-13 DOI: 10.1016/j.ijcci.2024.100647
Jakki O. Bailey, J. Isabella Schloss

Virtual reality (VR) can blur fantasy and reality for children by replacing their physical world with artificial stimuli. This immersive technology often includes intelligent and interactive embodied agents. In this within-participant study, we investigated 5- to 9-year-old children's (N = 25) social conceptions of and behaviors toward embodied agents in VR that represented different probabilities of existence in their daily lives (i.e., a probable child, an improbable giraffe, and an impossible Muppet). Participants rated the child and the giraffe agents significantly higher as social living beings than they rated the Muppet agent. When tasked with walking up to each embodied agent, significantly more children chose to approach the giraffe agent first rather than the child and Muppet agents. However, children stood significantly closer to the child agent, and significantly more children spontaneously reached out to try to touch the Muppet agent. Finally, children expressed strong emotions (amazement, excitement, happiness, fear, worry) toward all three embodied agents, with the giraffe evoking the most positive and the Muppet the most negative emotions. These results show that types of embodied agents in VR significantly impact children's conscious and unconscious social conceptions and behaviors differently, with implications for future interventions.

虚拟现实(VR)可以用人工刺激取代儿童的物理世界,从而模糊儿童的幻想和现实。这种身临其境的技术通常包括智能和交互式化身代理。在这项参与者内部研究中,我们调查了 5 至 9 岁儿童(25 人)对 VR 中代表其日常生活中不同存在概率的化身代理(即可能存在的儿童、不可能存在的长颈鹿和不可能存在的布偶)的社会观念和行为。参与者对儿童和长颈鹿作为社会生命的评价明显高于布偶。当被要求走到每个代理面前时,选择先接近长颈鹿代理的儿童明显多于儿童和布偶代理。不过,孩子们站的位置明显更靠近儿童代理,而自发伸出手试图触摸布偶代理的孩子明显更多。最后,儿童对所有三种化身都表达了强烈的情绪(惊讶、兴奋、快乐、恐惧、担心),其中长颈鹿引起的情绪最积极,布偶引起的情绪最消极。这些结果表明,VR 中的虚拟代理类型会对儿童有意识和无意识的社会观念和行为产生不同程度的影响,从而对未来的干预措施产生影响。
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引用次数: 0
Play value of digital play spaces: Children's voices 数字游戏空间的游戏价值:儿童的声音
Q1 Social Sciences Pub Date : 2024-03-12 DOI: 10.1016/j.ijcci.2024.100649
Fiona M. Loudoun , Bryan Boyle , Maria Larsson-Lund

Play for plays sake emphasises the significance of how children characterise play opposed to any secondary purposes or benefits it may generate. The concept of play value draws attention to how the space in which children play proffers the experiences that children want. Increasingly, digital play experiences are emerging as spaces for play. This inquiry aims to examine the play value of digital spaces, specifically how play is afforded by the digital space from the perspective of children. Eight children aged 11 years old participated in seven focus groups, creating comic strips which were used to elicit discussions. Focus group analysis generated three themes with associated sub-themes which were collectively explained by the overarching theme of endless possibilities in play in digital spaces. This study provides a new understanding of how digital spaces affords play value from the child's perspective.

为游戏而游戏 "强调的是儿童如何描述游戏的重要性,而不是游戏可能产生的任何次要 目的或益处。游戏价值的概念提请人们注意儿童游戏的空间是如何提供儿童想要的体验的。数字游戏体验正日益成为游戏空间。本研究旨在考察数字空间的游戏价值,特别是从儿童的角度考察数字空间如何提供游戏。八名 11 岁的儿童参加了七个焦点小组,他们创作了连环画,用于引发讨论。焦点小组分析产生了三个主题及相关的次主题,这些次主题由 "数字空间游戏的无限可能 "这一总主题共同解释。这项研究从儿童的角度对数字空间如何提供游戏价值提供了新的理解。
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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