W. Barendregt, Peter Börjesson, E. Eriksson, O. Torgersson
{"title":"StringForce: A Forced Collaborative Interaction Game for Special Education","authors":"W. Barendregt, Peter Börjesson, E. Eriksson, O. Torgersson","doi":"10.1145/3078072.3091987","DOIUrl":"https://doi.org/10.1145/3078072.3091987","url":null,"abstract":"In this paper, we present the forced collaborative interaction game StringForce. StringForce is developed for a special education context to support training of collaboration skills, using readily available technologies and avoiding the creation of a \"mobile bubble\". In order to play StringForce two or four physically collocated tablets are required. These tablets are connected to form one large shared game area. The game can only be played by collaborating. StringForce extends previous work, both technologically and regarding social-emotional training. We believe StringForce to be an interesting demo for the IDC community, as it intertwines several relevant research fields, such as mobile interaction and collaborative gaming in the special education context.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131064663","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}
Erik Choi, Chad Coleman, Tomasz Sienkiewicz, Karolina Wojcik
{"title":"Investigating an Intervention System to Increase User Engagements on an Educational Social Q&A","authors":"Erik Choi, Chad Coleman, Tomasz Sienkiewicz, Karolina Wojcik","doi":"10.1145/3078072.3084325","DOIUrl":"https://doi.org/10.1145/3078072.3084325","url":null,"abstract":"We present preliminary results of investigating an intervention system to increase user engagements in learning on educational social Q&A. Through the experimental procedure with 600 Brainly (social Q&A platform for learning) users, the study shows that interventions through a formative message have a significant effect on user behaviors and engagements in learning on educational social Q&A services.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127810699","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 Designing Videos: Tools, Pedagogical Models, and Best Practices for Digital Storytelling and Media-Making in the Classroom","authors":"J. Multisilta, H. Niemi, E. Hamilton","doi":"10.1145/3078072.3091982","DOIUrl":"https://doi.org/10.1145/3078072.3091982","url":null,"abstract":"Although video sharing is common among youth, schools are only beginning to apply digital videos and digital storytelling to formal learning. This paper presents pedagogical models, examples, best practices, and outcomes that illustrate how teachers and students design and use digital stories in knowledge creation in cross-cultural settings. The results are based on the empirical data and findings from several international pilot studies. On the one hand, working with digital video stories drove engagement. However, on the other hand, technical issues significantly lowered engagement. In addition, the video inquiry pedagogy supported inquiry learning. Students began to pose scientifically oriented questions and seek answers together.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"211 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117284457","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}
Danielle T. Keifert, Christine Lee, M. Dahn, R. Illum, David DeLiema, Noel Enyedy, Joshua A. Danish
{"title":"Agency, Embodiment, & Affect During Play in a Mixed-Reality Learning Environment","authors":"Danielle T. Keifert, Christine Lee, M. Dahn, R. Illum, David DeLiema, Noel Enyedy, Joshua A. Danish","doi":"10.1145/3078072.3079731","DOIUrl":"https://doi.org/10.1145/3078072.3079731","url":null,"abstract":"Beginning from the assumption that young children (ages 6-8) are capable of reasoning about complex phenomena [12], we set out to better understand dimensions of the Science through Technology Enhanced Play environment that provided support for children to learn about relationships between multiple levels of an emergent phenomenon [23] states of matter. We conducted interactional analysis [15] of several moments in two classrooms as students developed and refined understanding of rules that connect micro behavior of particles of water to macro understanding about states of matter. We argue that central to students' disciplinary work were (1) multiple forms of agency negotiated within the STEP environment that were deeply intertwined with (2) students' embodiment. Agency and embodiment both supported students' consensus understanding of relationships between levels of the states of matter phenomenon (3) through students' joyful and playful collaborative work. We examine several episodes in detail to explore these findings.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117121032","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":"Interactive fiction: Weaving together literacies of text and code","authors":"C. Proctor, Paulo Blikstein","doi":"10.1145/3078072.3084324","DOIUrl":"https://doi.org/10.1145/3078072.3084324","url":null,"abstract":"We propose structural parallels between textual literacy and computational literacy, and explore interactive fiction as a medium at their intersection. We designed and built a web application allowing students to read and write interactive fiction and a curriculum weaving the two literacies together. A study evaluating the curriculum found modest adoption of literacy practices from each domain. Our qualitative observations suggest a mechanism for how each literacy can support the other: incorporating computation into English/Language Arts makes it possible for students to model linguistic processes which are otherwise ephemeral. In the other direction, situating Computer Science concepts in students' identities and experiences can make them personally meaningful and address inequities in STEM education. A third study, underway, will quantify the extent to which one literacy supports growth in the other.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124085241","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":"Design Guidelines for Parent-School Technologies to Support the Ecology of Parental Engagement","authors":"Marisol Wong-Villacrés, Upol Ehsan, Amber Solomon, Mercedes Pozo Buil, Betsy Disalvo","doi":"10.1145/3078072.3079748","DOIUrl":"https://doi.org/10.1145/3078072.3079748","url":null,"abstract":"Parents' engagement in their children's education is key to children's academic success and social development. For many parents in the U.S., engagement is still a struggle partly due to a lack of communication and community-building tools that support the broader ecology of parenting, or parental ecology. Although current technologies have the potential to create opportunities to improve parental engagement, little is known about the impact of existing technology's design on the parental ecology. We present findings from 63 interviews with parents and an observation of existing technologies that support parent-school interactions. We found four critical issues that the design of current technologies need to address: (1) inflexibility in the boundaries of digital spaces, (2) inequality, (3) fragmentation and inconsistency of information, and (4) lack of relevant non-academic information. As a result, we propose design guidelines for technologies to support the parental ecology, and reflect on design issues that require further research.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125973476","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}
Tom Hitron, Itamar Apelblat, I. Wald, Eitan Moriano, Andrey Grishko, Idan David, Avihay Bar, Oren Zuckerman
{"title":"Scratch Nodes: Coding Outdoor Play Experiences to enhance Social-Physical Interaction","authors":"Tom Hitron, Itamar Apelblat, I. Wald, Eitan Moriano, Andrey Grishko, Idan David, Avihay Bar, Oren Zuckerman","doi":"10.1145/3078072.3084331","DOIUrl":"https://doi.org/10.1145/3078072.3084331","url":null,"abstract":"We present the initial design process of Scratch Nodes, a sensor-based prototype designed to augment children's social-physical outdoor play. Scratch Nodes has two main components: a hardware device and a tablet-based coding environment. The prototype was designed for 8-12 year old children with the goal of encouraging physical play, social interaction, and \"changing the rules\" through coding. We extend prior work in the Heads-up Games (HUG) domain by adding a real-time coding environment that directly controls the hardware device, empowering children to change the game's rules in real-time. We argue that the combination of physical play, social interaction, and coding strikes the right balance between the societal need to increase outdoor play & enhance computational thinking skills on one hand and children's need to play, measure, and define their own rules on the other. We present our initial design and implementation process as well as our insights from a preliminary evaluation with six children who tested the prototype.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"249 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124745461","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":"Multisensory Participatory Design for Children with Special Educational Needs and Disabilities","authors":"Nigel Robb, M. Leahy, Connie Sung, L. Goodman","doi":"10.1145/3078072.3084314","DOIUrl":"https://doi.org/10.1145/3078072.3084314","url":null,"abstract":"Participatory design techniques are used to involve children with special educational needs and disabilities in the design of video games and other artefacts, but previous research has not sufficiently addressed several issues. Among these are (1) the need to develop techniques to facilitate the involvement of children with a wider range of disabilities, including children with severe and profound intellectual disabilities (ID); and (2) the need to evaluate the potential benefits of such participation for the participants themselves, and not merely in terms of the benefits to the software or other artefacts produced. We have developed a multisensory design technique: ten children (8 - 17 years; 3 female) with a range of special educational needs (including children with severe ID) participated. Parents and teachers completed a questionnaire and reported that the technique was engaging and enjoyable for children, and that they would support the use of the technique in future.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114183428","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":"Teaching Teachers and Making Makers: What the Maker Movement Can Teach the World about Accessibility and Design","authors":"Joshua A. Miele","doi":"10.1145/3078072.3078073","DOIUrl":"https://doi.org/10.1145/3078072.3078073","url":null,"abstract":"Although interactive technologies and the maker movement offer stunning prospects for the next 50 years of educational inclusion and accessibility for learners with visual disabilities, a surprising array of physical, digital, and cultural barriers continue to communicate lessons of exclusion and inequity. Accessibility is a fundamental aspect of digital and physical design which, when present, allows a user with a disability to have an effective and substantively equivalent experience to that of a user without a disability. Here we consider interaction barriers for people with visual disabilities, but the themes readily apply to other disability-specific challenges in universal design and inclusion. Consider any cross section of exciting instructional technologies, and chances are they are dominated by visual metaphors, graphical user interfaces, data visualizations, and interactive video. Systems that incorporate ostensibly non-visual, multi-modal interactives such as haptics and active manipulation do not necessarily expand access for blind and visually-impaired learners, as such tools are likely also to include key interface elements that are visual. The same may be said of mainstream information technologies accessibility is still temperamental and far from complete for such seemingly simple and ubiquitous resources as Google Suite, Facebook, and YouTube, let alone advanced immersive experiences such as Oculus Rift. The iconic tools of the maker movement and experiential learning -- 3D design, modeling, and printing -- while lauded and enthusiastically embraced by sighted designers of accessible instructional materials, remain largely unusable by independent blind makers.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121255791","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}
M. Mechelen, Marikken Høiseth, Gökçe Elif Baykal, F. Doorn, A. Vasalou, A. Schut
{"title":"Analyzing Children's Contributions and Experiences in Co-design Activities: Synthesizing Productive Practices","authors":"M. Mechelen, Marikken Høiseth, Gökçe Elif Baykal, F. Doorn, A. Vasalou, A. Schut","doi":"10.1145/3078072.3081314","DOIUrl":"https://doi.org/10.1145/3078072.3081314","url":null,"abstract":"Today, it has been broadly acknowledged in the CCI community that children are not only active learners and users of technology, but can also actively participate in the design process. However, it remains challenging to analyze children's experiences and creative contributions resulting from co-design activities (e.g. stories, paper prototypes, enacted ideas). Broadly speaking, a distinction can be made between researchers looking for inspiration in the form of useful design ideas, and researchers that take a more interpretative stance by looking beyond the surface level of children's ideas to better understand and empathize with them. This knowledge about children is often used to more accurately define the problem space at the early stages of design. Both perspectives to co-design can be seen as the opposite ends of the same continuum, and many researchers combine aspects of both depending on where they are in the design process (e.g. defining the design problem, prototyping stage). This workshop will explore different ways to analyze children's (0 to 18 years) experiences and contributions in co-design activities, the perceived benefits and challenges of these approaches, and will serve as a venue for synthesizing productive practices that will move the CCI community forward.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132614397","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}