Elena Durán-López, Leah F. Rosenbaum, Ganesh V. Iyer
{"title":"Geometris: Designing Collaborative Mathematical Interactions For Children","authors":"Elena Durán-López, Leah F. Rosenbaum, Ganesh V. Iyer","doi":"10.1145/3078072.3091983","DOIUrl":"https://doi.org/10.1145/3078072.3091983","url":null,"abstract":"We present Geometris, a collaborative embodied geometry game for 6- to 11-year-old children. As shapes are projected onto the floor, players recreate those shapes on a 6x6 feet interactive mat. At the end of each level, a geometric pattern - the result of overlaying all created shapes - is displayed. Two dimensions of user interaction-mobility and division of labor-emerged during pilot gameplay sessions. We hypothesize that these interactions offer resources for children to learn geometry concepts as well as collaboration skills.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"17 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":"127977745","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, K. Sharma, M. Giannakos, M. L. Jaccheri
{"title":"Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities","authors":"Sofia Papavlasopoulou, K. Sharma, M. Giannakos, M. L. Jaccheri","doi":"10.1145/3078072.3079740","DOIUrl":"https://doi.org/10.1145/3078072.3079740","url":null,"abstract":"Computational thinking and coding is gradually becoming an important part of K-12 education. Most parents, policy makers, teachers, and industrial stakeholders want their children to attain computational thinking and coding competences, since learning how to code is emerging as an important skill for the 21st century. Currently, educators are leveraging a variety of technological tools and programming environments, which can provide challenging and dynamic coding experiences. Despite the growing research on the design of coding experiences for children, it is still difficult to say how children of different ages learn to code, and to cite differences in their task-based behaviour. This study uses eye-tracking data from 44 children (here divided into \"kids\" [age 8-12] and \"teens\" [age 13-17]) to understand the learning process of coding in a deeper way, and the role of gaze in the learning gain and the different age groups. The results show that kids are more interested in the appearance of the characters, while teens exhibit more hypothesis-testing behaviour in relation to the code. In terms of collaboration, teens spent more time overall performing the task than did kids (higher similarity gaze). Our results suggest that eye-tracking data can successfully reveal how children of different ages learn to code.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"50 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":"122447714","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}
Marutpong Chailangka, Arnan Sipitakiat, Paulo Blikstein
{"title":"Designing a Physical Computing Toolkit to Utilize Miniature Computers: A Case Study of Selective Exposure","authors":"Marutpong Chailangka, Arnan Sipitakiat, Paulo Blikstein","doi":"10.1145/3078072.3084339","DOIUrl":"https://doi.org/10.1145/3078072.3084339","url":null,"abstract":"Amid today's explosion of cheap and abundant tools for Physical Computing, there is a serious neglect of design for learnability. This issue is especially important when Physical Computing is not used mainly to teach engineering skills but to foster creativity and innovation. This empirical study presents a design case study that took place while we were trying to figure out how to best integrate miniature computers like the Raspberry Pi into our \"Programmable Brick\" platform called the GoGo Board. Is it possible to make the new and complex functionalities, such as face detection and social media integration, learnable by beginners? The design choices show case the idea of selective exposure. This paper presents how our system works and we present a case study with secondary and high school students.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"91 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":"117292903","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":"Between a Block and a Typeface: Designing and Evaluating Hybrid Programming Environments","authors":"David Weintrop, U. Wilensky","doi":"10.1145/3078072.3079715","DOIUrl":"https://doi.org/10.1145/3078072.3079715","url":null,"abstract":"The last ten years have seen a proliferation of introductory programming environments designed for learners across the K-12 spectrum. These environments include visual block-based tools, text-based languages designed for novices, and, increasingly, hybrid environments that blend features of block-based and text-based programming. This paper presents results from a quasi-experimental study investigating the affordances of a hybrid block/text programming environment relative to comparable block-based and textual versions in an introductory high school computer science class. The analysis reveals the hybrid environment demonstrates characteristics of both ancestors while outperforming the block-based and text-based versions in certain dimensions. This paper contributes to our understanding of the design of introductory programming environments and the design challenge of creating and evaluating novel representations for learning.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"36 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":"132013500","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":"Click to Enter: Comparing Graphical and Textual Passwords for Children","authors":"Jasper Cole, Greg Walsh, Zachary Pease","doi":"10.1145/3078072.3084311","DOIUrl":"https://doi.org/10.1145/3078072.3084311","url":null,"abstract":"This work outlines a study comparing graphical and textual passwords. A study was conducted with 13 children between the ages of six and twelve years old. These participants created their own textual and graphical passwords for fictional Web sites and after two weeks, participants returned and attempted to recall the usernames and passwords that they created. Our preliminary results showed that graphical passwords had a lower success rate and participants were less likely to access their accounts when using graphical passwords. Whether using graphical or textual passwords, children succeeded with generalities, but struggled with specifics.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"17 4 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":"131094414","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":"CodeStitch: Leveraging Analogical Encoding in a Game Space","authors":"Marleen Villeroy","doi":"10.1145/3078072.3084327","DOIUrl":"https://doi.org/10.1145/3078072.3084327","url":null,"abstract":"Computer programming is highly collaborative, whether practiced in the form of on-site pair-programming or asynchronous reusing and remixing of code. Digital games have become an attractive tool for teaching coding, yet rarely do they account for collaboration among players. The goal of this paper is to show how asynchronous collaboration can be leveraged in a game-space by facilitating players to share and compare their solution methods. By comparing and contrasting code side-by-side players are more likely to detect structural (rather than superficial) similarities and differences (analogical encoding). A pilot study involving pre-teens found that this design feature led to reflection on the differences and different affordances of the solution methods based on their deep structure.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"29 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":"131023432","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}
G. Rinnert, M. Martens, A. Mooney, J. A. Talbott, Bryan Rinnert
{"title":"Energetic Alpha, Playful Handwriting Practice for Children","authors":"G. Rinnert, M. Martens, A. Mooney, J. A. Talbott, Bryan Rinnert","doi":"10.1145/3078072.3091981","DOIUrl":"https://doi.org/10.1145/3078072.3091981","url":null,"abstract":"Young children are enamored by screens, especially iPads and mobile devices. Apple's App Store offers close to 100,000 products aimed at young children. Many of the apps are poor quality and include in-app advertising, deficient navigation, or overly gamified elements that compete with content. Extraneous animations, sound effects, and tangential games might be appealing to a child when activated but do not add to the child's understanding of the primary content because they disrupt the coherence of the learning experience and the child's engagement? (Hirsh-Pasek et al., 2015, p. 12). In an effort to create an educational but entertaining experience we developed an iPad application called Energetic Alpha. This interactive app teaches letter writing to children by using motion design and video content to educate and reward.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"6 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":"125325301","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}
F. Garzotto, M. Gelsomini, Daniele Occhiuto, Vito Matarazzo, Nicolò Messina
{"title":"Wearable Immersive Virtual Reality for Children with Disability: a Case Study","authors":"F. Garzotto, M. Gelsomini, Daniele Occhiuto, Vito Matarazzo, Nicolò Messina","doi":"10.1145/3078072.3084312","DOIUrl":"https://doi.org/10.1145/3078072.3084312","url":null,"abstract":"Our research explores the potential of Wearable Immersive Virtual Reality (WIVR) as learning tool for children with disability, particularly Neurodevelopmental Disorder (NDDs). NDD is characterized by severe and often co-existing deficits in the cognitive, emotional, and motor areas. The paper discusses the learning potential of WIVR and presents the design and preliminary evaluation of Wildcard, a novel WIVR system designed in cooperation with NDD specialists. Virtual environments are displayed on a smartphone placed inside a commercial low cost VR viewer while children interact with the virtual world through gaze focus and direction. An exploratory study performed at a care center sheds a light on the behavior of children with NDDs in wearable immersive virtual reality environments and highlights the learning potential as well as the possible difficulties of using this technology with this target group.","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":"126498438","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":"Identifying Patterns in IDC Research: Technologies for Improving Children's Well-being Connected to Overweight Issues","authors":"Marikken Høiseth, M. Mechelen","doi":"10.1145/3078072.3079739","DOIUrl":"https://doi.org/10.1145/3078072.3079739","url":null,"abstract":"How is technology being designed to improve children's well-being? We address this question in connection to childhood overweight issues. On a global level, overweight and obesity among children and youth is recognized to be an alarmingly growing health challenge. We have conducted a literature review to explore how studies from the Interaction design and children (IDC) community frame health challenges related to overweight amongst children and youth. Based on the available IDC research focusing on aspects connected to overweight problems, we identify patterns in type of initiative, ages of children, context of use, kind of solution or technology, focus of the research activities and theoretical frameworks. We discuss the importance of increased research and development efforts in this area within the IDC community and call for a broader approach in terms of initiatives, research focus and application of philosophical paradigms and related theory to address a holistic understanding of children's well-being.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"73 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":"114432092","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":"The Conference of the Birds: A Collaborative Storytelling Environment for Literacy Development","authors":"Fabio Campos, Paulo Blikstein, A. Azhar","doi":"10.1145/3078072.3091991","DOIUrl":"https://doi.org/10.1145/3078072.3091991","url":null,"abstract":"Sociocultural theories of learning regard oral storytelling as a fundamental step towards literacy development. Collaborative play can lead to richer and sustained stories among children of young age. We describe an interactive learning environment called The Conference of the Birds (CoB). By allowing two users to interact with the interface at the same time, the CoB allows children separated by physical or cultural distances to collaborate by creating narratives together. Through the CoB, children connect, cooperate and create joint stories, fostering the development of literacy, as well as collaboration and authorship skills. In this paper we describe the principles, theories and design decisions that supported the creation of the CoB, and briefly discuss how kids can collaboratively create stories in a digital environment.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"21 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":"114849528","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}