Yu Guo, Aditi Wagh, C. Brady, S. Levy, Michael S. Horn, U. Wilensky
{"title":"Frogs to Think with: Improving Students' Computational Thinking and Understanding of Evolution in A Code-First Learning Environment","authors":"Yu Guo, Aditi Wagh, C. Brady, S. Levy, Michael S. Horn, U. Wilensky","doi":"10.1145/2930674.2930724","DOIUrl":"https://doi.org/10.1145/2930674.2930724","url":null,"abstract":"This paper presents Frog Pond, an interactive code-first learning environment about biological evolution. We deployed Frog Pond as part of a six-day curricular unit on natural selection implemented in six 7th grade science classes. Here we describe a case study of two students, Charlie and Aaron who participated in the unit. Comparing pre- and post- interviews in which they were asked to design a program for a hypothetical simulation of evolution, we found that both students shifted from an event-based programming approach to a rule-based approach. Both students also drew upon their experience with Frog Pond to explain an evolutionary phenomenon. However, the level of sophistication of the two students' explanations varied along with the aspects of Frog Pond they drew upon. These findings have implications for design improvement to better support students' understanding of evolution.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123151606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Child-centred design supported by comprehensive child application use analysis","authors":"Mohammad Hashemi, J. Herbert","doi":"10.1145/2930674.2936013","DOIUrl":"https://doi.org/10.1145/2930674.2936013","url":null,"abstract":"Since children already use and explore applications on smartphones, we use this as the starting point for design. Our monitoring and analysis framework, BaranC, enables us to discover and analyse which applications children uses and precisely how they interact with them. The monitoring happens unobtrusively in the background so children interact normally in their own natural environment without artificial constraints. Thus, we can discover to what extent a child of a particular age engages with, and how they physically interact with, existing applications. This information in turn provides the basis for design of new child-centred applications which can then be subject to the same comprehensive child use analysis using our framework. The work focuses on the first aspect, namely, the monitoring and analysis of current child use of smartphones. Experiments show the value of this approach and interesting results have been obtained from this precise monitoring of child smartphone usage.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"6 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125014551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reflections on the Adoption of Virtual Reality-based Application on Word Recognition for Chinese Children with Autism","authors":"Pinata Winoto","doi":"10.1145/2930674.2936001","DOIUrl":"https://doi.org/10.1145/2930674.2936001","url":null,"abstract":"Deficiency of attention and sensory overload have been well documented in individuals with Autism Spectrum Disorder (ASD); yet attention impairments could preclude children from developing social, cognitive and literacy skills. On the other hand, To address this limitation, virtual reality (VR)-mediated instruction could provide an isolated and focused learning space where noises can be faded out and in turn facilitate the integration of additional visual and auditory cues, thus improve children's learning skills. Unfortunately, most of the prior works of VR-based applications had focused on constructing a safe controllable immersive environment to enable children with ASD to develop useful social and communication skills; published research along this path is even rare in mainland China, which motivates our on-going research. In particular, in this short paper, we report a qualitative observation of the acceptability of such an application in trials involving a twelve-year old boy with high-functioning autism (though is now in a public school) and his mother. Although it is their first encounter with such a technology, and both show high enthusiasm on it; but when it comes to its deployment, mixed results were obtained.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125931489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Haruya Tamaki, T. Sakai, Yosuke Ota, Ryohei Egusa, S. Inagaki, Etsuji Yamaguchi, F. Kusunoki, M. Namatame, Masanori Sugimoto, H. Mizoguchi
{"title":"Participatory Design of UKIYO-E Game for Children to Support Art Appreciation Based on Interacting with Pictures","authors":"Haruya Tamaki, T. Sakai, Yosuke Ota, Ryohei Egusa, S. Inagaki, Etsuji Yamaguchi, F. Kusunoki, M. Namatame, Masanori Sugimoto, H. Mizoguchi","doi":"10.1145/2930674.2936007","DOIUrl":"https://doi.org/10.1145/2930674.2936007","url":null,"abstract":"We are developing an art-appreciation system that will provide learning information about pictures while generating interest in the pictures themselves. This system can provide learning information on pictures by talking to an artist or people portrayed in the pictures using voice recognition. Furthermore, the system operates through movement and location of the user, and it generates sensation such that the user feels he/she is in the pictures, thus actively appreciating the pictures. As the first step toward this system, we have developed a system that provides learning information to the user by actively talking using ukiyo-e. Here, we quantitatively evaluate this system for primary schoolchildren and determine whether the user is interested in the pictures while talking to the pictures using voice recognition measured by electrodermal activity. In this paper, we summarize the current system and describe two evaluation results.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"494 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129877509","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Experiential Approach to the Design and Evaluation of a Gamified Research Tool for Law in Children's Lives","authors":"E. Law, D. Watkins, J. Barwick, Elee S. Kirk","doi":"10.1145/2930674.2930722","DOIUrl":"https://doi.org/10.1145/2930674.2930722","url":null,"abstract":"The aim of the project Law in Children's Lives is to gamify the research activity of collecting data with a digital game to assess children's awareness of law in their everyday lives. Our main research goal is to address the theoretical and practical concerns in gamification through a user(child)-centred experiential approach. We grounded the design and evaluation of the game in the established User Experience (UX) theoretical frameworks -- Hassenzahl's hedonic-pragmatic model and McCarthy & Wright's four threads of experience. The game prototype consists of four microworlds with each comprising a set of scenarios where children are asked to select an action option and record their reasons by talking to the non-player character. The game was evaluated with 634 children aged 7-11 years. The levels of perceived fun, interestingness and ease of playing were generally high. The game could stimulate the children to think about the given scenarios and beyond them.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128430233","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gestures by Children and Adults on Touch Tables and Touch Walls in a Public Science Center","authors":"Lisa Anthony, K. Stofer, Annie Luc, J. Wobbrock","doi":"10.1145/2930674.2930682","DOIUrl":"https://doi.org/10.1145/2930674.2930682","url":null,"abstract":"Research on children's interactions with touchscreen devices has examined small and large screens and compared interaction to adults or among children of different ages. Little work has explicitly compared interaction on different platforms, however. Large touchscreen displays can be deployed flat, as in a table, or vertically, as on a wall. While these two form factors have been studied, it is not known what differences may exist between them. We present a study of visitors to a science museum, including children and their parents, who interacted with Google Earth on either a touch table or a touch wall. We compare the types of gestures and interactions attempted on each device and find several interesting results, including: users of all ages tend to make standard touchscreen gestures on both platforms, but children were more likely than adults to try new gestures. Users were more likely to perform two-handed, multi-touch gestures on the touch wall than on the touch table. Our findings will inform the design of future interactive applications for each platform.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128470779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Making Sense of Body and Space through Full-Body Interaction Design: A Case Study","authors":"Marie-Monique Schaper, N. Parés","doi":"10.1145/2930674.2935992","DOIUrl":"https://doi.org/10.1145/2930674.2935992","url":null,"abstract":"Research based on the embodied cognition framework proposes the use of physicality and spatiality to promote learning. Nevertheless, methods to include children in the design of Full-Body Interaction Learning Environments often neglect to properly integrate the notion of body and space. In this paper, we describe a participatory design process in which we focused on how children can be encouraged to pay attention to their own body, to proxemics and to embodied constraints of the environment. We explored how this awareness may inform children's design choices for a Full-Body Interaction Learning Environment for public spaces. Our findings indicate that our approach promoted children's awareness towards bodily and spatial aspects of their proposals. Our work contributes to the reflection upon the use of bodystorming and theater-based techniques in two contexts: (1) in a simulated environment of the experience and (2) in physical spaces in situ.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129834111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Sakai, Haruya Tamaki, Yosuke Ota, Ryohei Egusa, Etsuji Yamaguchi, S. Inagaki, F. Kusunoki, M. Namatame, Masanori Sugimoto, H. Mizoguchi
{"title":"Multiple-Player Full-Body Interaction Game to Enhance Young Children's Cooperation","authors":"T. Sakai, Haruya Tamaki, Yosuke Ota, Ryohei Egusa, Etsuji Yamaguchi, S. Inagaki, F. Kusunoki, M. Namatame, Masanori Sugimoto, H. Mizoguchi","doi":"10.1145/2930674.2935993","DOIUrl":"https://doi.org/10.1145/2930674.2935993","url":null,"abstract":"We have developed a full-body interaction game that allows children to cooperate and interact with other children in small groups. The aim of the game developed in this study is to encourage cooperation between children. The game requires two children to jump together at the same time. In a series of experiments, we observed children using several strategies to coordinate the timing of their jumps, such as shouting to one another and watching each other. The results of a questionnaire to evaluate the proposed interactive game indicate that children strategize to cooperate with each other while enjoying the game. Therefore, the game enables children to cooperate with others using bodily movements.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124030001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sofia Papavlasopoulou, M. Giannakos, M. L. Jaccheri
{"title":"Creative Programming Experiences for Teenagers: Attitudes, Performance and Gender Differences","authors":"Sofia Papavlasopoulou, M. Giannakos, M. L. Jaccheri","doi":"10.1145/2930674.2935994","DOIUrl":"https://doi.org/10.1145/2930674.2935994","url":null,"abstract":"With the proliferation of programming languages for children (i.e., Scratch, Alice, Kodu) combined with programmable hardware (i.e., Arduino, 3D printers, robots); efforts to provide evidence based best practices for introducing and engaging children in programming is urgently needed. In this work-in-progress we present the early results of an empirical investigation, regarding students' attitudes towards the creative learning context, and the differences between female and male students. The context is a workshop program, implemented by a group of computer science researchers and artists, with the purpose to introduce young students' programming through creative and meaningful experiences. Hundred and twenty-eight 15-years old students participated to the program. The empirical evaluation is implemented by a post-survey with 105 respondents, and organized around six attitudes: Satisfaction; Intention to use; Enjoyment; Easiness; Usefulness; and Learning Performance. Quantitative data analysis show that there is significant difference between the two genders and that the attitudes have significant relations between them.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124239682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Children's evolving capabilities in their interaction with touchable devices from birth to 2 years old","authors":"Miriam Morante, Maria Costa, Nuria Rodriguez","doi":"10.1145/2930674.2935989","DOIUrl":"https://doi.org/10.1145/2930674.2935989","url":null,"abstract":"In the last few years there has been an increase in development of digital games to be used on mobile devices for children as young as babies. Although prestigious organizations such as the American Academy of Pediatrics recommend that children shouldn't use screens until they are at least 2 years old, the first studies show that a relevant number of parents are letting the youngest infants play with screen devices. To address the lack of information for developers of this rapidly growing industry, we are carrying out a study to provide a better understanding of what the main characteristics are that designers should consider when creating apps for such a vulnerable audience. For the first stage of the research, we have analyzed the evolving capabilities children acquire in their interaction with touchable devices from birth to 2 years old.","PeriodicalId":137644,"journal":{"name":"Proceedings of the The 15th International Conference on Interaction Design and Children","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121458416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}