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A codesign study exploring needs, strategies, and opportunities for digital health platforms to address pandemic-related impacts on children and families 一项共同设计研究,探讨数字健康平台的需求、战略和机会,以应对疫情对儿童和家庭的影响
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100596
Jillian L. Warren , Alissa N. Antle , Alexandra Kitson , Alireza Davoodi

In this paper we contribute seven design opportunities for future digital health platforms, like Private Social Networks (PSNs), focused on supporting the (un)met mental health and socioemotional needs of children (8-12 years old) and their supporting adults (parents and teachers) in the wake of the Covid-19 pandemic. These were derived from the thematic analysis of a two-phase co-design study with children, their parents, and their teachers (Phase 1), and employees at our industry partner Curatio.me (Phase 2). Our thematic findings contribute understanding about the types of experiences children, families and educators have had, and open the conversation around designing digital health platforms that can support mental health and socioemotional wellbeing in children and their supporting adults. Through individualized tracking, social capabilities, and secure, vetted sources of support, PSNs offer unique opportunities to (1) provide children with a safe space to share, reflect and come together, (2) extend existing practices related to SEL across children’s changing contexts and developmental needs, (2) support an integrated digital ecosystem of care across different stakeholders that allows for engagement and targeted interventions, and (3) support niche or marginalized communities in gaining access to relevant, meaningful and identity-specific support that may not otherwise be available.

在这篇论文中,我们为未来的数字健康平台提供了七个设计机会,如私人社交网络(PSN),专注于支持新冠肺炎大流行后儿童(约8-12岁)及其支持成年人(父母和教师)的心理健康和社会情感需求。这些来源于对儿童、他们的父母、他们的老师(第一阶段)以及我们的行业合作伙伴Curatio.me的员工(第二阶段)的两阶段共同设计研究的主题分析。我们的主题发现有助于了解儿童、家庭和教育工作者的经历类型,并围绕设计数字健康平台展开对话,这些平台可以支持儿童及其支持成年人的心理健康和社会情感健康。通过个性化的跟踪、社交能力和安全、经过审查的支持来源,PSN提供了独特的机会:(1)为儿童提供一个安全的分享、反思和团结的空间;(2)将与SEL相关的现有实践扩展到儿童不断变化的环境和发展需求中,(2)支持跨不同利益相关者的综合数字护理生态系统,允许参与和有针对性的干预,以及(3)支持利基或边缘化社区获得相关、有意义和特定身份的支持,否则可能无法获得这些支持。
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引用次数: 0
DORIT: An analytical model for computational empowerment in K-9 education DORIT:K-9教育中计算赋权的分析模型
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100599
Christian Dindler , Ole Sejer Iversen , Mikkel Hjorth , Rachel Charlotte Smith , Hannah Djurssø Nielsen

This paper presents and explores an analytical, research-based model for computational empowerment in K-9 education. The model, entitled DORIT (“Do your Own Research In Technology”), contributes to Child–Computer Interaction research by providing scaffolding for teachers to create teaching activities emphasising a critical inquiry approach to computational empowerment. We present the DORIT model, its research base and report from a study where 18 in-service teachers took part in codesigning and testing lesson plans based on the model for grades 1, 6, 7 and 9. The lesson plans serve as proof-of-concept demonstrations of how the DORIT model can scaffold teaching activities. We further analyse how the teachers used the model in practice, and report from post-interviews with the teachers regarding their experiences with the model. We conclude the paper by discussing the potentials and challenges of the DORIT model to support computational empowerment in future CCI research.

本文提出并探索了一个分析性的、基于研究的K-9教育计算赋权模型。该模型名为DORIT(“自己做技术研究”),为教师创建教学活动提供了脚手架,强调了关键的探究方法来增强计算能力,从而为儿童-计算机交互研究做出了贡献。我们介绍了DORIT模型、其研究基础和一项研究报告,其中18名在职教师参加了基于1、6、7和9年级模型的代码签署和测试课程计划。课程计划是DORIT模式如何为教学活动搭建脚手架的概念证明。我们进一步分析了教师在实践中是如何使用该模型的,并报告了他们对该模型的经验。最后,我们讨论了DORIT模型在未来CCI研究中支持计算授权的潜力和挑战。
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引用次数: 1
Who programs whom?—Computational empowerment through mastery and appropriation in young children’s computational thinking activities 谁为谁编程--通过掌握和挪用幼儿的计算思维活动来增强计算能力
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100598
Ane Bjerre Odgaard

This paper sheds light on 3–5-year-old children’s enactments of computational empowerment (CE) in activities with computational thinking (CT). CT is widely elaborated on as a universal problem-solving approach and a skill set necessary for thriving in today’s digitized societies. Scholars claim that CT for all should be ensured from an early age, and several studies develop and examine age-appropriate technological tools, as well as pedagogical approaches, for young children’s learning of CT. Based on 1.5 years of co-designing for children’s situated CT in two Danish kindergartens, the present study conducts a socioculturally informed analysis of video-observed interactions between children and educational robots. The findings display how children and robots engage in interactions that transcend children’s mastery of CT in any narrow sense. This is examined as situated enactments of CE; as children’s critical and informed decisions regarding the roles that technologies, in this case educational robots, can play in their institutionally situated social lives. The paper concludes that children’s various enactments of CE deserve scholarly and professional attention, both as an important prerequisite for, and as a necessary limitation to, the implementation of CT in kindergartens.

本文揭示了3-5岁儿童在具有计算思维(CT)的活动中对计算能力(CE)的实施。CT被广泛认为是一种普遍的解决问题的方法,也是在当今数字化社会蓬勃发展所必需的技能。学者们声称,应该从小就确保所有人的CT,一些研究开发并检查了适合年龄的技术工具以及幼儿学习CT的教学方法。基于在丹麦两家幼儿园为儿童情境CT共同设计的1.5年,本研究对儿童与教育机器人之间的视频互动进行了社会文化知情分析。这些发现展示了儿童和机器人是如何进行互动的,这些互动在任何狭义上都超越了儿童对CT的掌握。这被视为行政长官的处境法令;作为儿童对技术(在这种情况下是教育机器人)在其制度环境下的社会生活中可以发挥的作用的批判性和知情的决定。本文的结论是,儿童的各种CE法规值得学术界和专业界的关注,这既是在幼儿园实施CT的重要前提,也是必要的限制。
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引用次数: 1
Child-home interaction: Design and usability evaluation of a game-based end-user development for children 儿童家庭互动:基于游戏的儿童最终用户开发的设计和可用性评估
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100594
Zahra Kakavand, Ali Asghar Nazari Shirehjini, Majid Ghosian Moghaddam, Shervin Shirmohammadi

Initiative or control authority is an important challenge in smart environments, including smart homes. One of the solutions to this challenge is End-user Development (EUD). The EUD refers to defining customized rules by users to determine their desired behaviour and preferences in the format of trigger-action or event-condition-action for their smart home. But EUD rules need an understanding of mathematical logic; hence they are not understandable for general users including children. This paper proposes a user interface specifically designed for children to define EUD tasks in smart homes. The proposed UI was designed and evaluated in three iterations and had two main characteristics: gamification and 3D abstraction level for showing devices. The proposed UI is evaluated through an experiment by 32 participants aged 8–12 to measure efficiency, operability, perceived usability, enjoyment, and engagement. The experiment results show that game-based design improved usability by increasing efficiency and operability metrics. Also, based on the survey result, it improved enjoyment, engagement, and perceived usability.

主动权或控制权是智能环境中的一个重要挑战,包括智能家居。解决这一挑战的方案之一是最终用户开发(EUD)。EUD指的是由用户定义定制规则,以针对他们的智能家居以触发动作或事件条件动作的形式来确定他们想要的行为和偏好。但是EUD规则需要理解数学逻辑;因此,它们对于包括儿童在内的普通用户来说是不可理解的。本文提出了一个专门为儿童设计的用户界面,用于定义智能家居中的EUD任务。所提出的UI经过三次迭代设计和评估,具有两个主要特征:游戏化和显示设备的3D抽象级别。32名8-12岁的参与者通过一项实验对拟议的UI进行了评估,以衡量效率、可操作性、感知可用性、乐趣和参与度。实验结果表明,基于游戏的设计通过提高效率和可操作性指标来提高可用性。此外,根据调查结果,它提高了乐趣、参与度和感知可用性。
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引用次数: 1
From endpoints to trading zones: Multi-directional exchange for computational empowerment in computer science education 从端点到交易区:计算机科学教育中计算赋权的多向交换
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100591
Michael Lachney, Aman Yadav

In this paper we build on a conceptual framing of computational empowerment that seeks to provide alternative endpoints for computer science (CS) education beyond degree attainment and job placement. But, as opposed to a teleological framing that prioritizes ends, we propose using the metaphor of trading zones to construct a framing for computational empowerment that is based on collaborative multi-directional exchanges of resources and knowledge between people with different expertise. This leaves the co-design and implementation of CS education open to emergent directions and possibilities. Using a descriptive case study methodology, we detail trading zones in two different co-design projects that sought to situate CS education in relationship to cultural contexts through multi-directional exchanges of resources and knowledge: (1) a co-design project in a youth boxing gym with coaches, mentors, and staff; (2) a co-design project in a high school barbering program with a barbering instructor and barbering students. Our findings show that the metaphor is useful for the concept of computational empowerment in ways that are reflexive and interventionist.

在本文中,我们建立在计算赋权的概念框架之上,该框架旨在为计算机科学(CS)教育提供学位获得和就业之外的替代终点。但是,与优先考虑目的的目的论框架相反,我们建议使用贸易区的隐喻来构建一个基于不同专业知识的人之间资源和知识的多方向协作交流的计算授权框架。这使得CS教育的共同设计和实施有了新的方向和可能性。使用描述性案例研究方法,我们详细介绍了两个不同联合设计项目中的交易区,这些项目试图通过多方向的资源和知识交流,将CS教育与文化背景联系起来:(1)一个在青少年拳击馆与教练、导师和工作人员共同设计的项目;(2) 与一名理发师和一名理发学生共同设计的高中理发项目。我们的研究结果表明,隐喻以反射性和干预性的方式对计算赋权的概念有用。
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引用次数: 2
ScratchJr design in practice: Low floor, high ceiling ScratchJr设计在实践中:低地板,高天花板
Q1 Social Sciences Pub Date : 2023-09-01 DOI: 10.1016/j.ijcci.2023.100601
Jessica C. Blake-West, Marina U. Bers

The demand for developmentally appropriate tools and learning environments for early childhood computer science education is greater than ever. One of the most widely used introductory coding environments designed for children ages 5–7 is ScratchJr (Bers and Resnick, 2015, Flannery et al., 2013), which has over 40 million users worldwide. ScratchJr was designed as a “low floor, high ceiling” learning environment — meaning that it is accessible to novice users while also allowing more experienced users to grow their knowledge. In this paper, we evaluate how the “low floor, high ceiling” design of ScratchJr is received in practice through looking at the programming performance of users at different ages, timepoints, and experience levels. We find that the youngest, and most novice users were able to engage with the app to some extent with no instruction, but engagement was optimized with curricular support. Additionally, we found that the oldest, and most experienced users still had room for growth and discovery in the app. We conclude that the design decisions in ScratchJr such as iconography, block variation, and open-endedness of the environment creates a welcoming and engaging experience for a wide range of users, both children and adults.

儿童早期计算机科学教育对适合发展的工具和学习环境的需求比以往任何时候都大。ScratchJr是为5-7岁儿童设计的最广泛使用的入门级编码环境之一(Bers和Resnick,2015,Flannery等人,2013),该环境在全球拥有4000多万用户。ScratchJr被设计成一个“低地板、高天花板”的学习环境,这意味着新手用户可以访问它,同时也让更有经验的用户增长他们的知识。在本文中,我们通过观察不同年龄、时间点和体验水平的用户的编程性能,评估了ScratchJr的“低地板、高天花板”设计在实践中的受欢迎程度。我们发现,最年轻、最新手的用户在某种程度上可以在没有指导的情况下使用该应用程序,但通过课程支持,参与度得到了优化。此外,我们发现年龄最大、经验最丰富的用户在应用程序中仍有成长和发现的空间。我们得出的结论是,ScratchJr中的设计决策,如图像、区块变化和环境的开放性,为广大用户(包括儿童和成人)创造了一种受欢迎和吸引人的体验。
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引用次数: 0
Co-designing a social robot for child health care 参与设计儿童保健社交机器人
Q1 Social Sciences Pub Date : 2023-08-31 DOI: 10.1016/j.ijcci.2023.100615
Anouk Neerincx, Daan Veldhuis, Judith M.F. Masthoff, Maartje M.A. de Graaf

Social robots provide new opportunities to support general child healthcare programs. However, it is still unclear how social robots could be used in this context and how corresponding behaviours should be designed. To ensure satisfying implementations of such new technological solutions, it is essential to include the end-users in the designing process. We have conducted a co-design study at two primary schools based on three complementary, creative methods: Draw-write-and-tell and/or story-writing-and-telling, Theatre play, and Robot avatar programming. A total of 46 children aged 7–12 years old participated in four robot co-design workshops. The drawings, stories and theatre plays were analysed, resulting in evaluations of 10 scenarios as well as 21 new scenarios and 7 main user requirements for social robots providing mental support in general child healthcare. Evaluation of the activities highlight their stimulation of out-of-the-box thinking and the development of creative solutions (i.e. drawings/stories/theatre plays resulted in robot designs, scenarios and requirements), while children’s reflections show them being enjoyable for participation. The inputs gathered during these co-design workshops will greatly influence future work on the design and application of social robots in the child healthcare domain.

社交机器人为支持一般儿童保健项目提供了新的机会。然而,目前尚不清楚社交机器人如何在这种情况下使用,以及如何设计相应的行为。为了确保这些新技术解决方案得到令人满意的实施,必须将最终用户纳入设计过程。我们在两所小学进行了一项基于三种互补的创造性方法的联合设计研究:绘画、写作和讲述和/或故事写作和讲述、戏剧和机器人化身编程。共有46名7-12岁的儿童参加了四个机器人联合设计研讨会。对绘画、故事和戏剧进行了分析,对在一般儿童保健中提供心理支持的社交机器人的10个场景、21个新场景和7个主要用户需求进行了评估。对活动的评估强调了他们对开箱即用思维的刺激和创造性解决方案的开发(即绘画/故事/戏剧产生了机器人的设计、场景和要求),而孩子们的反思表明他们对参与感到愉快。这些联合设计研讨会期间收集的投入将极大地影响未来社交机器人在儿童保健领域的设计和应用工作。
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引用次数: 0
“When I'm writing a story, I am really good” Exploring the use of digital storytelling technology at home “当我写故事的时候,我真的很擅长”探索在家里使用数字讲故事技术
Q1 Social Sciences Pub Date : 2023-08-24 DOI: 10.1016/j.ijcci.2023.100613
Sara Kalantari , Elisa Rubegni , Laura Benton , Asimina Vasalou
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引用次数: 0
Evaluating digital creativity support for children: A systematic literature review 评估儿童数字创造力支持:一项系统的文献综述
Q1 Social Sciences Pub Date : 2023-08-14 DOI: 10.1016/j.ijcci.2023.100603
Marte Hoff Hagen , Daniela Soares Cruzes , Letizia Jaccheri , Jerry Alan Fails

Creativity, the process of creating something new and valuable, benefits children by improving their skills and development, encouraging interaction and engagement, and enabling the generation and expression of novel ideas. In recent years, interactive digital tools have emerged to support the user’s creativity in the open-ended creation of new artifacts. However, the question of evaluating the creativity happening in the interplay between children, digital tools, and products is still open. This systematic literature review investigated the evaluations of digital creativity support tools for children and identified 81 peer-reviewed relevant articles from the last 10 years. This research contributes to practitioners and researchers by providing an overview of the evaluations in a framework based on 10 factors (value, novelty, fluency, enjoyment, user feeling, collaboration, expressiveness, immersion, flexibility, and interaction), nine product areas, three approaches, and five methods. The review demonstrated that the evaluations differ widely, and the area lacks a standard evaluation framework. We propose the dimensions of our analysis as an initial framework for situating the evaluation of digital creativity support tools for children that the child–computer interaction community can further refine.

创造力是创造新的和有价值的东西的过程,通过提高儿童的技能和发展,鼓励互动和参与,以及促进新思想的产生和表达,使儿童受益。近年来,交互式数字工具已经出现,以支持用户在新工件的开放式创建中的创造力。然而,评估儿童、数字工具和产品之间相互作用的创造力的问题仍然悬而未决。这篇系统的文献综述调查了儿童数字创造力支持工具的评估,并确定了过去10年中81篇经过同行评审的相关文章。这项研究通过在一个基于10个因素(价值、新颖性、流畅性、乐趣、用户感觉、协作性、表现力、沉浸感、灵活性和互动性)、9个产品领域、3种方法和5种方法的框架中提供评估概述,为从业者和研究人员做出了贡献。审查表明,评价差异很大,该领域缺乏标准的评价框架。我们提出了我们的分析维度,作为评估儿童数字创造力支持工具的初步框架,儿童-计算机交互社区可以进一步完善。
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引用次数: 0
Shimpai Muyou: Confronting Child Suicides in Japan through a Serious Game & School-based Intervention Shimpai muyou:通过严肃的游戏和基于学校的干预来面对日本的儿童自杀
Q1 Social Sciences Pub Date : 2023-08-09 DOI: 10.1016/j.ijcci.2023.100612
Samiullah Paracha , Lynne Hall , Derek Watson , Ayesha Khuram , Naqeeb Shah

School bullying is responsible for a large number of child suicides in Japan. Serious games have proved to be effective and highly motivational educational tools capable of increasing awareness, changing behaviour, reduce risk factors and even improving protective skills. This paper presents a novel approach of using both participatory design and gameplay to sensitize children (aged 7–12​ years old) on bullying victimization. Action research strategy is used with intentions to improve the quality of school life in Japan through the use of a serious game called Shimpai Muyou. What makes it stand out from the rest of the crowd is that the entire intervention was design, developed and evaluated through partnering with children in a school setting. The research is largely qualitative and exploratory in nature, stemmed from interdisciplinary core ideas related to technology, education, psychology and interactive theatre. Findings from both formative and summative evaluations indicated that child-users empathically engaged with the synthetic characters, attributing a range of emotions to their actions e.g., empathy, compassion, sadness, anger etc., tackling ethical dilemmas and bullying situations with confidence. From these results, we can conclude that Shimpai Muyou is a useful and engaging school-based anti-bullying intervention.

在日本,校园欺凌是造成大量儿童自杀的原因。事实证明,严肃的游戏是一种有效且极具激励性的教育工具,能够提高意识、改变行为、减少风险因素,甚至提高保护技能。本文提出了一种新颖的方法,即使用参与式设计和游戏来提高7-12岁儿童的敏感度​ 岁)关于欺凌受害者的问题。行动研究策略旨在通过使用一款名为Shimpai Muyou的严肃游戏来提高日本的学校生活质量。它之所以从其他人群中脱颖而出,是因为整个干预措施是通过在学校环境中与儿童合作来设计、开发和评估的。这项研究主要是定性的和探索性的,源于与技术、教育、心理学和互动戏剧相关的跨学科核心思想。形成性和总结性评估的结果表明,儿童用户对合成角色产生了同理心,将一系列情绪归因于他们的行为,如同理心、同情、悲伤、愤怒等,自信地应对道德困境和欺凌情况。从这些结果中,我们可以得出结论,Shimpai Muyou是一种有用的、有吸引力的基于学校的反欺凌干预措施。
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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