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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
Stimulating preschoolers’ early literacy development using educational technology: A systematic literature review 运用教育技术促进学前儿童早期读写能力发展:系统的文献综述
Q1 Social Sciences Pub Date : 2023-11-11 DOI: 10.1016/j.ijcci.2023.100620
Genica Fae Bautista , Pol Ghesquière , Joke Torbeyns

Research interest in the potential of educational technology to support young children as they learn to read has significantly increased during the last decades. These studies typically adopt a media comparison approach (comparing learning with one instructional medium vs. another instructional medium) or a value-added approach (comparing learning with a standard version vs. one with an added feature). We aimed to systematically review both types of studies on the effectiveness of educational technology for enhancing preschoolers’ early literacy development. Our systematic search in four databases resulted in 67 studies eligible for inclusion. Our analyses addressed three research questions: (a) Is educational technology effective in stimulating preschoolers' early literacy development? (b) Which features of educational technology and its implementation are associated with its effectiveness? (c) Which child-related characteristics are associated with its effectiveness? Results show that the media comparison studies provide some evidence for the effectiveness of educational technology in early literacy instruction, but supported by medium to large effect sizes for only part of the studies. Moreover, features of educational technology and child-related characteristics were less frequently investigated, with a small number of studies per investigated feature or characteristic. The small number of studies and limited availability of effect sizes does not allow to draw strong evidence-based conclusions related to these research questions. Future studies are needed to deepen current insights into the effectiveness of educational technology for early literacy instruction, and especially the contribution of specific educational technology features and child-related characteristics to its effectiveness.

在过去的几十年里,对教育技术支持幼儿学习阅读的潜力的研究兴趣显著增加。这些研究通常采用媒介比较方法(比较一种教学媒介与另一种教学媒介的学习)或增值方法(比较标准版本与附加功能版本的学习)。我们的目的是系统地回顾两类关于教育技术在促进学龄前儿童早期读写能力发展方面的有效性的研究。我们在4个数据库中系统检索了67项符合纳入条件的研究。我们的分析涉及三个研究问题:(a)教育技术在促进学龄前儿童早期读写能力发展方面是否有效?(b)教育技术及其实施的哪些特点与其有效性有关?(c)哪些与儿童有关的特点与其效力有关?结果表明,媒介比较研究为教育技术在早期识字教学中的有效性提供了一些证据,但只有部分研究得到了中到大效应量的支持。此外,教育技术特征和儿童相关特征的调查频率较低,每个调查特征或特征的研究数量很少。由于研究数量少,效应量有限,因此无法得出与这些研究问题相关的强有力的循证结论。未来的研究需要加深目前对教育技术对早期识字教学有效性的认识,特别是具体的教育技术特征和儿童相关特征对其有效性的贡献。
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引用次数: 0
“Hey, Alexa” “Hey, Siri”, “OK Google” ….” exploring teenagers’ interaction with artificial intelligence (AI)-enabled voice assistants during the COVID-19 pandemic “嘿,Alexa”“嘿,Siri”“OK Google”....,探索青少年在COVID-19大流行期间与人工智能(AI)语音助手的互动
Q1 Social Sciences Pub Date : 2023-11-10 DOI: 10.1016/j.ijcci.2023.100622
Devadas Menon , K. Shilpa

AI-enabled virtual voice assistants have eased user interaction and user experience. The current study aims to understand how teenagers interact and engage with voice assistants. The rationale of usage, perceptions, patterns and expectations of teenagers from smart speakers has been explored within the framework of the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model. The study uses an interpretive qualitative research method to gain in-depth insights, empirical details, and narrative aspects of user experiences of smart speakers. Semi-structured interviews were conducted with 36 teenagers pursuing high school in the age group 13–15 years during the COVID-19 pandemic. The results indicated that all seven variables (performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivations, habit, and privacy concerns) impact the usage of smart speakers. The study also ascertains that hedonic motivation is a significant driving factor in the UTAUT2 model.

人工智能虚拟语音助手简化了用户交互和用户体验。目前的研究旨在了解青少年如何与语音助手互动和互动。在技术接受和使用统一理论2 (UTAUT2)模型的框架内,探讨了青少年对智能扬声器的使用、感知、模式和期望的基本原理。本研究采用解释性质的研究方法,对智能音箱的用户体验进行了深入的洞察、实证细节和叙事方面的研究。在COVID-19大流行期间,对36名13-15岁年龄组的高中生进行了半结构化访谈。结果表明,所有七个变量(绩效预期、努力预期、社会影响力、便利条件、享乐动机、习惯和隐私问题)都会影响智能音箱的使用。该研究还确定了享乐动机是UTAUT2模型中的一个重要驱动因素。
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引用次数: 0
Towards culturally sustaining design: Centering community’s voices for learning through Participatory Design 走向文化可持续设计:通过参与式设计集中社区的学习声音
Q1 Social Sciences Pub Date : 2023-11-10 DOI: 10.1016/j.ijcci.2023.100621
Maria J. Anderson-Coto , Julie Salazar , John Louis-Strakes Lopez , R. Mishael Sedas , Fabio Campos , Andres S. Bustamante , June Ahn

Embedding cultural ways of knowing and being of non-dominant communities into learning tools and environments often falls short of authentically representing the people they are meant to serve. Designers have used principles and methods of Participatory Design (PD) to work alongside minoritized communities due to its roots in democratic participation. However, following PD methods may fall short when infusing the community’s culture and values in the design in a way that is responsive to the community’s preferences, intentions and aspirations. In the field of education, researchers and practitioners have designed teaching and learning tools and environments by leveraging the cultural wealth and ways of knowing of minoritized learners through an asset-based perspective, as exemplified by Culturally Sustaining Pedagogy (CSP). In this paper we present a case study for the development of a mobile application to extend physical playful learning spaces, designed with local low-income Latine families to foster fun family learning. We highlight how our design practices helped us center youth voices and community ways of knowing and being, particularly in the stages of ideation, concept, testing, and prototyping. Our case study reflects how we foregrounded cultural values and practices into our educational mobile application. Through these practices, we present concrete examples and initial building blocks for future work towards building a Culturally Sustaining Design Framework.

在学习工具和环境中嵌入了解和存在非主导社区的文化方式,往往无法真实地代表它们所要服务的人群。设计师使用参与式设计(PD)的原则和方法与少数群体一起工作,因为它植根于民主参与。然而,当以响应社区偏好、意图和愿望的方式将社区文化和价值观注入设计中时,遵循PD方法可能会有所不足。在教育领域,研究人员和实践者通过基于资产的视角,利用文化财富和了解少数群体学习者的方式来设计教学工具和环境,例如文化可持续教学法(CSP)。在本文中,我们提出了一个案例研究,开发一个移动应用程序来扩展物理有趣的学习空间,与当地低收入拉丁家庭一起设计,以促进有趣的家庭学习。我们强调了我们的设计实践如何帮助我们集中了年轻人的声音和社区的认识和存在方式,特别是在构思、概念、测试和原型制作阶段。我们的案例研究反映了我们如何将文化价值观和实践纳入我们的教育移动应用程序。通过这些实践,我们为未来的工作提供了具体的例子和初步的构建模块,以建立一个文化可持续的设计框架。
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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