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Gender literacy through the making process: A feminist pedagogy approach 通过制作过程进行性别扫盲:女性主义教学法
Q1 Social Sciences Pub Date : 2024-03-08 DOI: 10.1016/j.ijcci.2024.100648
Marie-Monique Schaper

This article aims at exploring how to support students' awareness on gender stereotypes and the development of gender literacy through the making process of interactive toys. I present a case study with 22 primary students (11–12 years) from a public primary school in Barcelona, Spain who were involved in a maker workshop series. Building on principles of transformative feminist pedagogy, the article shows exemplary design activities for children to create a space for dialogue and reflection upon gender stereotypes. To this end, the activities were used as a means to spark critical reflections among the students and to guide them in the design of prototypes of cross-gendered interactive toys. By analyzing students’ artifacts and verbal expressions during the discussions, the study illustrates how they gradually discover their own assumptions on gender stereotypes and were enabled to propose cross-gendered alternatives for interactive toys focusing on movement-based and collaborative activities. Finally, the article presents a set of educational activities that support students to reflect upon gender stereotypes in the making process and guidelines for teachers to integrate these strategies into their educational practices.

本文旨在探讨如何通过互动玩具的制作过程,提高学生对性别陈规定型观念的认识,并培养他们的性别素养。我以西班牙巴塞罗那一所公立小学的 22 名小学生(11-12 岁)为案例,介绍了他们参与创客工作坊系列活动的情况。文章以变革性女权主义教学法的原则为基础,展示了为儿童创造对话空间和反思性别陈规定型观念的示范性设计活动。为此,这些活动被用来激发学生的批判性反思,并指导他们设计跨性别互动玩具原型。通过分析学生在讨论过程中的作品和语言表达,本研究阐述了他们如何逐渐发现自己对性别定型观念的假设,并提出了以运动和协作活动为重点的跨性别互动玩具替代方案。最后,文章介绍了一套支持学生在制作过程中反思性别定型观念的教育活动,以及教师将这些策略融入其教育实践的指南。
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引用次数: 0
The impact of near-peer virtual agents on computer science attitudes and collaborative dialogue 近距离虚拟代理对计算机科学态度和协作对话的影响
Q1 Social Sciences Pub Date : 2024-03-07 DOI: 10.1016/j.ijcci.2024.100646
Toni V. Earle-Randell , Joseph B. Wiggins , Yingbo Ma , Mehmet Celepkolu , Dolly Bounajim , Zhikai Gao , Julianna Martinez Ruiz , Kristy Elizabeth Boyer , Maya Israel , Collin F. Lynch , Eric Wiebe

Virtual learning companions, or pedagogical agents situated as “near peers”, have shown great promise for supporting learning, but little is known about their potential to scaffold other practices, such as collaboration. We report on the development and evaluation of a first-of-their-kind pair of virtual learning companions, designed to model good collaborative practices for dyads of elementary school learners, that are integrated within a block-based coding environment. Results from a study with fifteen dyads of children indicate that the learning companions fostered more higher-order questions and promoted significantly higher computer science attitude scores than a control condition. Qualitative analyses revealed that most children perceived the virtual learning companions as helpful, felt that the companions changed their interaction with their partners, and wanted to have the companions in their future work. These results highlight the potential for virtual learning companions to scaffold collaboration between young learners and provide direction for future investigation on the role that near-peer agents play in collaborative and task support.

虚拟学习伙伴或作为 "近邻 "的教学代理在支持学习方面大有可为,但人们对它们在支持协作等其他实践方面的潜力却知之甚少。我们报告了首创的一对虚拟学习伙伴的开发和评估情况,这对虚拟学习伙伴旨在为小学学习者设计良好的协作实践模型,并集成在基于块的编码环境中。对 15 组儿童进行的研究结果表明,与对照组相比,学习同伴能提出更多高阶问题,并显著提高计算机科学态度得分。定性分析显示,大多数儿童认为虚拟学习同伴很有帮助,认为同伴改变了他们与伙伴的互动,并希望在今后的工作中也有同伴的帮助。这些结果凸显了虚拟学习同伴在为青少年学习者之间的协作提供支架方面的潜力,并为今后研究近似同伴代理在协作和任务支持中的作用提供了方向。
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引用次数: 0
Introducing teacher students to digital fabrication to support children’s mathematical learning 向师范生介绍支持儿童数学学习的数字制造技术
Q1 Social Sciences Pub Date : 2024-02-29 DOI: 10.1016/j.ijcci.2024.100643
Henrik Stigberg , Susanne Stigberg , Marianne Maugesten

While digital fabrication has been closely linked to narratives of science, technology, engineering, and mathematics (STEM) education and design thinking, it can provide a gateway to reimagining mathematical teaching and deepening the understanding of both mathematical content and pedagogy. In this paper, we present a workshop series that engages teacher students in the creation of their own mathematical manipulatives using digital fabrication tools. Manipulatives are tangible objects that can be used to support children’s learning of mathematical concepts, such as numbers, fractions, or geometry. The workshops included activities for finding, adapting, creating, and sharing manipulatives (FACS) using 2D and 3D modeling and fabrication techniques. Our in-depth analysis of video recordings presents how teacher students successfully acquire digital fabrication skills and reflect on the use of customized manipulatives to support children’s mathematical learning. The findings suggest that introducing digital fabrication in teacher education programs can shift the focus from consuming ready-made manipulatives to creating customized materials that better suit the teaching context. The authors propose FACS as a specific approach for introducing digital fabrication to teacher students.

尽管数字制造与科学、技术、工程和数学(STEM)教育和设计思维的叙述密切相关,但它可以为重新想象数学教学和加深对数学内容和教学法的理解提供一个途径。在本文中,我们将介绍一个工作坊系列,让师范生利用数字制造工具制作他们自己的数学操作材料。操作材料是有形的物体,可用来帮助儿童学习数学概念,如数字、分数或几何。工作坊包括利用二维、三维建模和制作技术寻找、改编、创建和分享操作材料(FACS)的活动。我们对视频录像进行了深入分析,展示了师范生如何成功掌握数字制作技能,并反思如何使用定制的操作材料来支持儿童的数学学习。研究结果表明,在师范教育课程中引入数字制作可以将重点从消费现成的操作材料转移到制作更适合教学环境的定制材料上。作者建议将 FACS 作为向师范生介绍数字制作的具体方法。
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引用次数: 0
Children's approaches to solving puzzles in videogames 儿童解决电子游戏中谜题的方法
Q1 Social Sciences Pub Date : 2024-02-28 DOI: 10.1016/j.ijcci.2024.100635
Ekta Shokeen , Anthony J. Pellicone , David Weintrop , Diane Jass Ketelhut , Michel Cukier , Jandelyn Dawn Plane , Caro Williams-Pierce

Puzzles are a core component of many videogames. While research has explored the potential of using puzzles in games to provide players with challenges they enjoy, little is known about how children seek information while solving puzzles in videogames. Using a constructivist grounded theory method, this study examines children's (ages 11–14) puzzle-solving approaches within a game titled GEM of the Forest [name anonymized]. The results show that children relied on two sources of information to solve puzzles: (1) information from the out-of-game world including players' prior game experiences, and (2) information within the game world including instructions, hints, inventory, and feedback. We present an empirically grounded theoretical model to understand children's information seeking behaviors while solving in-game puzzles. This paper contributes a theoretical understanding of children's information seeking behavior and strategies to solve puzzles in games. Additionally, we provide a description of the utility of this framework through design implications for the design of information in technologies that seek to engage children in puzzles.

谜题是许多电子游戏的核心组成部分。虽然已有研究探索了在游戏中使用谜题为玩家提供他们喜欢的挑战的可能性,但对于儿童在电子游戏中解谜时如何寻求信息却知之甚少。本研究采用建构主义基础理论方法,考察了儿童(11-14 岁)在一款名为 "森林宝石"(GEM of the Forest)[匿名]的游戏中的解谜方法。研究结果表明,儿童在解谜过程中依赖两种信息来源:(1) 来自游戏外世界的信息,包括玩家之前的游戏经验;(2) 游戏世界中的信息,包括指令、提示、清单和反馈。我们提出了一个基于经验的理论模型来理解儿童在解决游戏内谜题时的信息搜索行为。本文有助于从理论上理解儿童在游戏中寻求信息的行为和解决谜题的策略。此外,我们还介绍了这一框架的实用性,它对旨在吸引儿童参与拼图游戏的技术中的信息设计产生了影响。
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引用次数: 0
Making the invisible visible: Youth designs for teaching about technological and algorithmic bias 让无形变得有形:关于技术和算法偏见的青年教学设计
Q1 Social Sciences Pub Date : 2024-02-08 DOI: 10.1016/j.ijcci.2024.100634
Merijke Coenraad

Youth are being exposed to technological and algorithmic bias daily, even if they are not using devices themselves. Drawing from a series of cooperative inquiry co-design sessions with youth designers (ages 8 to 13), this paper investigates how youth who have been introduced to these biases design learning experiences about technological and algorithmic bias for their peers. After having more covert biases revealed to them, when designing to teach peers about technological bias, the youth focused on ways to make the invisible visible using four methods: highlighting or explaining a bias, utilizing an adaptive technology, engaging learners in experiential or interactive learning, and modeling how to have conversations about technological and algorithmic biases. These methods provide a basis on which learning experiences about technological and algorithmic biases can be built to ensure these biases are made visible to the youth they are affecting.

青少年每天都在接触技术和算法偏见,即使他们自己并不使用设备。本文通过一系列与青少年设计师(8 至 13 岁)的合作探究共同设计课程,探讨了曾接触过这些偏见的青少年如何为他们的同龄人设计有关技术和算法偏见的学习体验。在了解到更多隐蔽的偏见之后,青少年在设计向同龄人传授有关技术偏见的课程时,重点关注如何通过以下四种方法让无形的偏见变得可见:强调或解释偏见、利用适应性技术、让学习者参与体验式或互动式学习,以及示范如何就技术和算法偏见进行对话。这些方法提供了一个基础,可以在此基础上建立有关技术和算法偏见的学习体验,以确保这些偏见对受其影响的青少年是可见的。
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引用次数: 0
How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training 如何提高小学的阅读和写作能力:游戏化与纸笔训练的比较
Q1 Social Sciences Pub Date : 2024-01-20 DOI: 10.1016/j.ijcci.2024.100633
Angela Cattoni , Francesca Anderle , Paola Venuti , Angela Pasqualotto

This research investigates the potential of gamified tools to enhance motivation as well reading and writing skills in pupils, from 8 to 11 years old. The study compares the impact of gamified applications to traditional pen-and-paper activities, utilizing standardized reading and writing tests. The training duration spans 12 h within the school setting, and the sample comprises 113 children with typical development, evenly distributed across two groups. The results indicate significant improvements in reading and writing speed and accuracy for each group, with a slightly higher effect observed in the experimental gamified training group, although this difference was not statistically significant. Although motivation did not directly mediate performance in either group, students in the experimental training groups expressed greater enthusiasm for the activities. These findings emphasize the importance of comprehensive training and pave the way for future investigations into the effects of gamified tools on other real-life skills and motivational aspects. Such studies would prove fundamental to understand the limitations and benefits of gamification, enabling its effective integration into school programs.

本研究调查了游戏化工具在提高 8 至 11 岁小学生的学习动机以及阅读和写作技能方面的潜力。研究利用标准化的阅读和写作测试,比较了游戏化应用与传统纸笔活动的影响。培训持续时间为 12 小时,在学校环境中进行,样本包括 113 名具有典型发育特征的儿童,平均分布在两个小组中。结果表明,每组儿童的读写速度和准确性都有明显提高,游戏化训练实验组的效果略高,但差异不具统计学意义。虽然动机并不直接影响两组的成绩,但实验培训组的学生对活动表现出了更大的热情。这些发现强调了综合培训的重要性,并为今后调查游戏化工具对其他现实生活技能和动机方面的影响铺平了道路。这些研究对于了解游戏化的局限性和益处,使其有效融入学校课程具有重要意义。
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引用次数: 0
Children's engagement during shared reading of ebooks and paper books: A systematic review 儿童在共同阅读电子书和纸质书时的参与度:系统综述
Q1 Social Sciences Pub Date : 2024-01-04 DOI: 10.1016/j.ijcci.2023.100632
Virginia Clinton-Lisell , Gabrielle Strouse , Alexia M. Langowski

Children's engagement during shared reading of ebooks and paper books (reading medium) has been compared in numerous studies. Findings vary, making it difficult to advise caretakers and educators in selecting reading materials for children. The primary purpose of this systematic review is to synthesize the prior findings on reading medium engagement in children to ascertain the overall effect of reading medium on behavioral, emotional, and cognitive engagement. The secondary purpose was to examine which characteristics of ebooks and reading contexts may possibly better support three forms of engagement. A systematic review of experimental reading medium comparisons on children's engagement during shared reading was conducted. Studies needed to compare the same book or books in both paper and ebook form to be included. The systematic search yielded 15 eligible studies with 27 behavioral engagement effect sizes, 16 emotional engagement effect sizes, and 24 cognitive engagement effect sizes. Based on meta-analyses, there were no reliable differences between reading medium on any form of engagement. Based on a narrative synthesis, narrated ebooks appeared to foster greater levels of behavioral engagement in terms of visual attention than paper books. Parents and children demonstrated similar patterns of emotional and cognitive engagement with each other. Enhancements to ebooks may possibly foster all three forms of engagement. Overall, the results provide some insight into why enhancements may facilitate reading comprehension as well as why static ebooks comprehension is typically less than paper book comprehension.

许多研究对儿童在共同阅读电子书和纸质书(阅读媒介)时的参与度进行了比较。研究结果不尽相同,因此在为儿童选择阅读材料时很难为看护者和教育者提供建议。本系统性综述的主要目的是综合之前关于儿童阅读媒介参与度的研究结果,以确定阅读媒介对行为、情感和认知参与度的总体影响。次要目的是研究电子书和阅读环境的哪些特征可能会更好地支持三种形式的参与。我们对共享阅读期间儿童参与度的实验性阅读媒介比较进行了系统回顾。研究需要同时比较纸质和电子书形式的同一本书或多本书才能纳入。通过系统检索,共获得 15 项符合条件的研究,其中包括 27 项行为参与效应、16 项情感参与效应和 24 项认知参与效应。根据荟萃分析,不同的阅读媒介在任何形式的参与度上都没有可靠的差异。根据叙事综合分析,与纸质图书相比,娓娓道来的电子书似乎更能促进视觉注意力方面的行为参与。家长和孩子在情感和认知方面的参与模式相似。电子书的改进可能会促进这三种形式的参与。总之,研究结果为我们提供了一些启示,让我们了解为什么增强功能可以促进阅读理解,以及为什么静态电子书的理解能力通常低于纸质书。
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引用次数: 0
Making as an opportunity for classroom assessment: Canadian maker educators’ views on assessment 制作是课堂评估的契机:加拿大创客教育者对评估的看法
Q1 Social Sciences Pub Date : 2023-12-26 DOI: 10.1016/j.ijcci.2023.100631
Yumiko Murai, A. Yulis San Juan

A growing number of studies have shown that the exploratory, collaborative, and contextualized nature of maker activities create opportunities for learners to engage with knowledge in a uniquely different way from traditional education which largely relies on de-contextualized instructions. The increased integration of making into K-12 curricula has enormous implications not only for instructional design but also for assessment practices. Maker-oriented activities have the potential to shed light on types of learning that previous assessment systems have not captured and examined. Nevertheless, little is discussed on how making can contribute to the assessment and instructional practices at large. This case study investigated educators' experiences with assessment in classrooms integrating maker activities. Through a qualitative analysis of interviews with six K-12 educators in Canada, the researchers examined: (1) in what ways does making activities create opportunities for assessment and instruction in K-12 classrooms? (2) in what ways does maker learning become a challenge for assessment and instruction in K-12 classrooms? Our analysis revealed several ways in which teachers experienced the advantages of the making approach for understanding student learning and for helping students become further aware of their own progress. The results also revealed challenges to conducting assessments for maker learning, including administrative challenges like continuing to gain support from the administration, and literacy challenges such as students’ obsession with letter grades. This study provides insights into how making may help improve assessment and instructional practices in K-12 classrooms.

越来越多的研究表明,创客活动的探索性、协作性和情境性为学习者创造了机会,使他们能够以一种与传统教育截然不同的方式学习知识,而传统教育则主要依赖于去情境化的指令。将创客活动更多地融入 K-12 课程,不仅对教学设计,而且对评估实践都有巨大的影响。以创客为导向的活动有可能揭示出以往的评估系统没有捕捉和考察的学习类型。然而,关于制作如何促进整个评估和教学实践的讨论却很少。本案例研究调查了教育工作者在课堂上结合创客活动进行评估的经验。通过对加拿大六位 K-12 教育工作者的访谈进行定性分析,研究人员探讨了:(1)创客活动在哪些方面为 K-12 课堂的评估和教学创造了机会?我们的分析表明,教师们从几个方面体验到了制作方法在了解学生学习情况和帮助学生进一步了解自身进步方面的优势。研究结果也揭示了在进行创客学习评估时所面临的挑战,包括行政管理方面的挑战,如继续获得行政部门的支持,以及读写能力方面的挑战,如学生对字母等级的痴迷。这项研究提供了有关制作如何帮助改进 K-12 课堂中的评估和教学实践的见解。
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引用次数: 0
Finnish 5th and 6th graders’ misconceptions about artificial intelligence 芬兰五六年级学生对人工智能的误解
Q1 Social Sciences Pub Date : 2023-12-09 DOI: 10.1016/j.ijcci.2023.100630
Pekka Mertala , Janne Fagerlund

Research on children’s initial conceptions of AI is in an emerging state, which, from a constructivist viewpoint, challenges the development of pedagogically sound AI-literacy curricula, methods, and materials. To contribute to resolving this need in the present paper, qualitative survey data from 195 children were analyzed abductively to answer the following three research questions: What kind of misconceptions do Finnish 5th and 6th graders’ have about the essence AI?; 2) How do these misconceptions relate to common misconception types?; and 3) How profound are these misconceptions? As a result, three misconception categories were identified: 1) Non-technological AI, in which AI was conceptualized as peoples’ cognitive processes (factual misconception); 2) Anthropomorphic AI, in which AI was conceptualized as a human-like entity (vernacular, non-scientific, and conceptual misconception); and 3) AI as a machine with a pre-installed intelligence or knowledge (factual misconception). Majority of the children evaluated their AI-knowledge low, which implies that the misconceptions are more superficial than profound. The findings suggest that context-specific linguistic features can contribute to students' AI misconceptions. Implications for future research and AI literacy education are discussed.

从建构主义的角度来看,有关儿童对人工智能的初步概念的研究正处于新兴阶段,这对开发教学上合理的人工智能扫盲课程、方法和材料提出了挑战。为了解决这一问题,本文对来自 195 名儿童的定性调查数据进行了归纳分析,以回答以下三个研究问题:1)芬兰五、六年级学生对人工智能的本质有哪些误解;2)这些误解与常见的误解类型有什么关系;3)这些误解有多深刻?因此,我们确定了三个误解类别:1) 非技术性人工智能,即把人工智能概念化为人们的认知过程(事实性误解);2) 拟人化人工智能,即把人工智能概念化为类似人类的实体(白话、非科学和概念性误解);以及 3) 把人工智能概念化为预装了智能或知识的机器(事实性误解)。大多数儿童对自己的人工智能知识评价较低,这意味着误解更多的是表面的,而不是深刻的。研究结果表明,特定语境的语言特点可能会导致学生的人工智能误解。本文讨论了未来研究和人工智能扫盲教育的意义。
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引用次数: 0
Fast mapping in word-learning: A case study on the humanoid social robots' impacts on Children's performance 单词学习中的快速映射——以人形社交机器人对儿童学习成绩影响为例
Q1 Social Sciences Pub Date : 2023-12-01 DOI: 10.1016/j.ijcci.2023.100614
Alireza Esfandbod , Zeynab Rokhi , Ali F. Meghdari , Alireza Taheri , Zahra Soleymani , Minoo Alemi , Mahdie Karimi
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引用次数: 1
期刊
International Journal of Child-Computer Interaction
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