{"title":"Toward a Socio-Cultural Perspective on \"Making\": Pupils' Journey through Materials, People and Places","authors":"P. Gourlet, F. Decortis","doi":"10.1145/3078072.3084310","DOIUrl":"https://doi.org/10.1145/3078072.3084310","url":null,"abstract":"In this paper, we describe a series of workshops conducted with first grade pupils (6-7 years old) and their teacher. These workshops aim at introducing pupils to typeface design to create a class typeface to be used both on computer and on posters. While describing the whole sequence of activities pupils engaged in, we intend to open new perspectives on \"making\" for general education, considering its social and cultural dimensions. Throughout this report, we highlight how such making activity can support (1) pupils' acknowledgment of complex relations between materials, people and places, (2) the connection of schools to new environments and renewed agency perspectives, and (3) the development of a class culture.","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":"133883773","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":"From Parents to Mentors: Parent-Child Interaction in Co-Making Activities","authors":"Ofir Sadka, Oren Zuckerman","doi":"10.1145/3078072.3084332","DOIUrl":"https://doi.org/10.1145/3078072.3084332","url":null,"abstract":"Making activities for children often take place at informal learning environments. In this context parents may join their children for co-making activity. It has been shown that this type of activity can be facilitated by educators that serve as mentors. In this paper we aim to explore parent-child interaction in the context of a co-making activity at home. Towards that end, we developed a dedicated kit that couples Automata-building with paper circuits. We also designed five activity cards as scaffolding for parents, to raise their awareness to mentoring principles. We present our design process, evaluation, and findings from eight parent-child co-making activities. Our qualitative analysis indicates the challenges and opportunities for parents as mentors in a co-making activity. We propose a two-dimensional scale that can help designers and maker-space practitioners better understand the different parental roles during a parent-child co-making activities, and the need for better tools and support materials for parents in that context.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"22 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":"134062552","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. Gelsomini, F. Garzotto, Vito Matarazzo, Nicolò Messina, Daniele Occhiuto
{"title":"Creating Social Stories as Wearable Hyper-Immersive Virtual Reality Experiences for Children with Neurodevelopmental Disorders","authors":"M. Gelsomini, F. Garzotto, Vito Matarazzo, Nicolò Messina, Daniele Occhiuto","doi":"10.1145/3078072.3084305","DOIUrl":"https://doi.org/10.1145/3078072.3084305","url":null,"abstract":"\"Social stories\" are short narratives that describe everyday life situations using paper or video and are widely used in interventions for children with Neurodevelopmental Disorders (NDD), particularly in the Autistic Spectrum. Our research explores how to transform \"traditional\" social stories into wearable interactive immersive digital experiences. The paper describes a tool designed with therapists that enables everyone to autonomously develop and customize these \"high tech\" social stories, and, during a session of use, to control user's interaction and to automatically gather relevant behavioural information.","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":"129649388","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":"SPRING: Customizable, Motivation-Driven Technology for Children with Autism or Neurodevelopmental Differences","authors":"Kristina T. Johnson, Rosalind W. Picard","doi":"10.1145/3078072.3079718","DOIUrl":"https://doi.org/10.1145/3078072.3079718","url":null,"abstract":"Current research to understand and enhance the development of children with neurological differences, including Autism Spectrum Disorder (ASD), is often severely limited by small sample sizes of human-gathered data in artificially structured learning environments. SPRING: Smart Platform for Research, Intervention, and Neurodevelopmental Growth is a new hardware and software system designed to 1) automate quantitative data acquisition, 2) optimize learning progressions through customized, motivating stimuli, and 3) encourage social, cognitive, and motor development in a personalized, child-led play environment. SPRING can also be paired with sensors to probe the physiological underpinnings of motivation, engagement, and cognition. Here, we present the design principles and methodology for SPRING, as well as two heterogeneous case studies. The first case highlights enhanced attention and accelerated skill development using SPRING, while the second pairs SPRING data with electrodermal activity measurements to identify a possible physiological signature of engagement and challenge in learning.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"46 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":"133797343","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}
Jong Sung Lee, Jiyeon Lee, Seog Wang Kim, Jun-Dong Cho
{"title":"D-TOX: Inducing Digital Detox for Nighttime via Smart Lamp Applied Gamification","authors":"Jong Sung Lee, Jiyeon Lee, Seog Wang Kim, Jun-Dong Cho","doi":"10.1145/3078072.3084315","DOIUrl":"https://doi.org/10.1145/3078072.3084315","url":null,"abstract":"We present D-TOX, a user-centered design that by applying gamification to a smart lamp and mobile application reduces the frequency of smartphone usage during nighttime. Many children make use of their smartphone without any significant reason before sleep which prevents them from getting a good rest. To avoid this, we focused on developing a corrective system that removes their smartphone from their hands. We reward the user using gamification. The lamp's color and intensity varies depending on the smartphone usage which feedbacks the user. Through a user study, we confirmed the significance and usability of the device.","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":"114768854","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":"Classification of Children's Handwriting Errors for the Design of an Educational Co-writer Robotic Peer","authors":"S. Chandra, P. Dillenbourg, Ana Paiva","doi":"10.1145/3078072.3079750","DOIUrl":"https://doi.org/10.1145/3078072.3079750","url":null,"abstract":"In this paper, we propose a taxonomy of handwriting errors exhibited by children as a way to build adequate strategies for integration with a co-writing peer. The exploration includes the collection of letters written by children in an initial study, which were then revised in a second study. The second study also analyses the \"peer-learning\" (PL) and \"peer-tutoring\" (PT) learning methods in an educational scenario, where a pair of children perform a collaborative writing activity in the presence of a robot facilitator. The data obtained in the first two studies allowed us to create a \"taxonomy of handwriting errors\". A set of writing errors were selected and implemented in an educational activity for validation. This activity constituted a third study, wherein we systematically induced the errors into a Nao robot's handwriting using the {PT} method - A teacher-child corrects the handwriting errors of the learner-robot. The preliminary results suggest that the children in general showed awareness to the writing errors and were able to perceive the writing abilities of the robot.","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":"128953760","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":"Kindergarten Programming Goes Mobile: Should The Next Years Be About Ubiquity?","authors":"Ruthi Aladjem, Asi Kuperman, D. Mioduser","doi":"10.1145/3078072.3079737","DOIUrl":"https://doi.org/10.1145/3078072.3079737","url":null,"abstract":"Over the past 50 years, since the introduction of the programmable floor turtle, the dyad learning /programming environment underwent several transformations. Each transformation brought about new questions regarding children's understanding, learning and programming performance. This paper describes results from a preliminary study analyzing the current transformation from desktop to mobile-based learning/programming by kindergarten children. Observations of children's performance and semi structured interviews with teachers were conducted. The findings unveiled three key themes, namely, changes in programmers' perspectives, changes in foci and learning patterns in different programming modes, and changes in patterns of collaboration among peers. The preliminary findings serve as basis for planning further systematic research on the design of mobile-based programming environments for kindergarten children.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"5 3 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":"122544634","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}
Adelmo Eloy, A. Martins, A. Pazinato, M. Lukjanenko, R. Lopes
{"title":"Programming Literacy: Computational Thinking in Brazilian Public Schools","authors":"Adelmo Eloy, A. Martins, A. Pazinato, M. Lukjanenko, R. Lopes","doi":"10.1145/3078072.3084306","DOIUrl":"https://doi.org/10.1145/3078072.3084306","url":null,"abstract":"Bringing Programming to K-12 Education has been a strong tendency in Brazil and in the world. In this work-in-progress, we describe an experience in teacher training with the goal of promoting the practice of programming and the development of computational thinking in students of Brazilian public schools, through an initiative called Programming Literacy. Here we present strategies used in the implementation of the initiative, design of a curricular structure and training program, as well as monitoring and evaluation strategies. The results and findings of the initiative, involving more than 500 students from four cities in 2016, are shared as well as the perspectives on next steps.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"14 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":"117100826","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}
Dong-Bach Vo, M. Rooksby, M. Tayarani, Rui Huan, A. Vinciarelli, H. Minnis, S. Brewster
{"title":"SAM: The School Attachment Monitor","authors":"Dong-Bach Vo, M. Rooksby, M. Tayarani, Rui Huan, A. Vinciarelli, H. Minnis, S. Brewster","doi":"10.1145/3078072.3091977","DOIUrl":"https://doi.org/10.1145/3078072.3091977","url":null,"abstract":"Secure Attachment relationships have been shown to minimise social and behavioural problems in children and boosts resilience to risks later on such as antisocial behaviour, heart pathologies, and suicide. Attachment assessment is an expensive and time-consuming process that is not often performed. The School Attachment Monitor (SAM) automates Attachment assessment to support expert assessors. It uses doll-play activities with the dolls augmented with sensors and the child's play recorded with cameras to provide data for assessment. Social signal processing tools are then used to analyse the data and to automatically categorize Attachment patterns. This paper presents the current SAM interactive prototype.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"16 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":"117148560","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}
Y. Kafai, Orkan Telhan, Karen Hogan, Debora Lui, Emma Anderson, Justice T. Walker, Sheri Hanna
{"title":"Growing Designs with biomakerlab in High School Classrooms","authors":"Y. Kafai, Orkan Telhan, Karen Hogan, Debora Lui, Emma Anderson, Justice T. Walker, Sheri Hanna","doi":"10.1145/3078072.3084316","DOIUrl":"https://doi.org/10.1145/3078072.3084316","url":null,"abstract":"We report on the development and implementation of biomakerlab, a wetlab starter kit for synthetic biology activities in K-12. In synthetic biology, participants make their own DNA-gene by gene-and then grow their designs into real applications by inserting them into microorganisms to develop different traits and characteristics provided by the genes. High school students worked with biomakerlab to make logo designs using microorganisms they manipulated to produce differently colored pigments. Our analysis focuses on student engagement with production activities and design challenges in biomaking. In the discussion, we address differences and overlaps between traditional maker activities and biomaker activities for education.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"28 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":"116977611","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}