{"title":"Supporting and understanding autistic children’s non-verbal interactions through OSMoSIS, a motion-based sonic system","authors":"Grazia Ragone , Judith Good , Kate Howland","doi":"10.1016/j.ijcci.2025.100726","DOIUrl":"10.1016/j.ijcci.2025.100726","url":null,"abstract":"<div><div>Music therapy for autistic children focuses on supporting motor and social interaction through creative movement and musical activities. Previous research suggests it can further support the development of underlying skills related to non-verbal communication, namely <em>social motor synchrony</em> and <em>imitation</em>. Motion-sensing technology in this context has the potential to both support children’s engagement in therapy and help researchers understand its impact. We describe and evaluate a system, OSMoSIS, which aims to provide support by generating sounds based on children’s movements. An evaluation through two empirical studies shows (1) higher levels of imitation and interactional synchrony when using the system compared with motor-only activities and (2) that children found the interaction enjoyable, showing more instances of positive affect when the system was activated with the <em>sounds on</em>. We discuss how the findings highlight new directions for further research on technology for music therapy and have the potential to support practitioners and families.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"44 ","pages":"Article 100726"},"PeriodicalIF":0.0,"publicationDate":"2025-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143465506","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Laura Malinverni , Marie-Monique Schaper , Elisa Rubegni , Mariana Aki Tamashiro
{"title":"Scaffolding Children's critical reflection on intelligent technologies: Opportunities from speculative fiction","authors":"Laura Malinverni , Marie-Monique Schaper , Elisa Rubegni , Mariana Aki Tamashiro","doi":"10.1016/j.ijcci.2025.100727","DOIUrl":"10.1016/j.ijcci.2025.100727","url":null,"abstract":"<div><div>Current technological development of Artificial Intelligence (AI) requires educational practices that address the social and ethical implications derived from these emerging technologies. To this end, an increasing number of educational practices are pursuing the goal of supporting children's critical reflection on these topics. Our research aims at understanding how speculative fiction-based resources can meet and respond to the goals of supporting children's critical reflection on AI technologies and their impact on society. Through revisiting relevant literature on these topics and critically analyzing our own practices in three different settings, we identify a set of opportunities and challenges oriented at guiding the design of resources capable of taking advantage of speculative fiction as a way to support critical reflection.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100727"},"PeriodicalIF":0.0,"publicationDate":"2025-02-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143394577","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":"Inside or between devices: The internet in the mind of primary school children","authors":"Luca Botturi , Loredana Addimando","doi":"10.1016/j.ijcci.2025.100724","DOIUrl":"10.1016/j.ijcci.2025.100724","url":null,"abstract":"<div><div>Understanding primary school children's mental models of the internet is fundamental to develop sound and effective internet education approaches. In this study we analyze a dataset of 386 drawings of the internet by 4th-graders (8–9 years old) from Southern Switzerland, enriched with socio-demographic data. Analysis identified 4 main clusters of mental models, confirming that the internet, despite being frequently used, is poorly known to children. The internet is represented as something invisible or undefined among or inside mobile devices and is often associated with digital products brands. Some findings differ from previous studies. Mental models of the internet and perceived internet-related risks seem to be independent from socio-demographic characteristics, internet experience and school performance, but seem to be more homogeneous when considering single school classes. Educational implications are discussed.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100724"},"PeriodicalIF":0.0,"publicationDate":"2025-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143350498","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}
Leigh Levinson , Vicky Charisi , Chris Zotos , Randy Gomez , Selma Šabanović
{"title":"Let us make robots “Think in child!”: How children conceptualize fairness, inclusion, and privacy with social robots","authors":"Leigh Levinson , Vicky Charisi , Chris Zotos , Randy Gomez , Selma Šabanović","doi":"10.1016/j.ijcci.2024.100706","DOIUrl":"10.1016/j.ijcci.2024.100706","url":null,"abstract":"<div><div>Under UNICEF’s framework on children’s rights and AI, we explore children’s priorities and concerns regarding the integration of social robots in everyday life. We conducted a series of four workshops in various children’s communities focused on introducing children to their rights with AI, fairness and non-discrimination, inclusion, and privacy within the context of child–robot interactions. Workshops performed in a middle school showed how children prioritize their rights and use their conceptualization of fairness, inclusion, and privacy to inform social robot design. Children revealed their concerns over inaccessibility of robotic sensors and designed more inclusive robots with customized personalities for the home and classroom. They also expressed discretion in which information they share with robots and additional third parties. This work highlights children’s ability to integrate social robots into their life and makes recommendations for researchers on how to design robots with children’s rights and priorities in mind.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100706"},"PeriodicalIF":0.0,"publicationDate":"2025-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nina Krupljanin, Lenneke R.A. Alink, Anja van der Voort, Maarten R. Struijk Wilbrink, Catharina E. Bergwerff
{"title":"The feasibility of an immersive interactive virtual reality task for children and adolescents.","authors":"Nina Krupljanin, Lenneke R.A. Alink, Anja van der Voort, Maarten R. Struijk Wilbrink, Catharina E. Bergwerff","doi":"10.1016/j.ijcci.2025.100722","DOIUrl":"10.1016/j.ijcci.2025.100722","url":null,"abstract":"<div><div>The interest in using immersive Virtual Reality (hereafter referred to as VR) for clinical interventions in (mental) health care settings has been growing for adults, as well as adolescents and children. However, VR systems and evidence-based VR-software have not specifically been built for minors. To develop a potentially effective clinical VR intervention for children and adolescents, it is crucial to assess the motivation for and the feasibility of the VR software and the respective VR system first. This study assessed these aspects with regard to a self-developed interactive VR task that serves as a base for a clinical VR intervention in children and adolescents, using a Meta Quest 2 system. Feasibility was measured by assessing tolerability, usability, satisfaction, presence, and perceived realism. The relations between motivation and the different feasibility aspects were explored, and the associations between age, frequency of digital media use, and sex on the one hand and motivation and the five aspects of feasibility on the other were tested. A pre- and post-test design was implemented, using self-report questionnaires. 85 children aged 8–17 years participated (<em>M</em><sub><em>age</em></sub> = 10.55 years, <em>SD</em><sub><em>age</em></sub> = 2.06 years), of which 31 (36%) were girls and 54 (64%) were boys. The VR task was found to be highly motivating and overall feasible for this age group, whereby the motivation and the feasibility did not vary based on age, frequency of digital media use, or sex. The results of this study indicate that this task could be a feasible base for a VR mental health intervention for children and adolescents aged 8–17 years using a Meta Quest 2 system, regardless of their sex or frequency of digital media use.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100722"},"PeriodicalIF":0.0,"publicationDate":"2025-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michaela Arztmann , Jessica Lizeth Domínguez Alfaro , Lisette Hornstra , Jacqueline Wong , Johan Jeuring , Liesbeth Kester
{"title":"Game over? Investigating students’ working memory, situational interest, and behavioral patterns as predictors of dropout in an educational game","authors":"Michaela Arztmann , Jessica Lizeth Domínguez Alfaro , Lisette Hornstra , Jacqueline Wong , Johan Jeuring , Liesbeth Kester","doi":"10.1016/j.ijcci.2025.100721","DOIUrl":"10.1016/j.ijcci.2025.100721","url":null,"abstract":"<div><div>Educational games are designed to increase students' motivation and persistence. Nevertheless, student dropout is a very common issue that many game interventions in education face, which can hamper students' learning opportunities. Dropout can be manifested in different ways for different reasons, for instance quitting due to lack of interest or failing due to lack of abilities to succeed in the game. Thus far, little is known about the underlying factors that lead to student dropout. The present paper (<em>N</em> = 272 early secondary school students) investigates different types of dropout and whether students' working memory capacity and situational interest are predictive of the likelihood of dropping out during an educational game using augmented reality (AR). Moreover, log data were used to explore differences in students' in-game behavior (i.e., number, type, and patterns of mistakes) while playing the game. The results indicate that 16.9% of the students dropped out during the game, either because they quit or because they failed to reach the last level. Working memory capacity and situational interest were not predictive of students' dropout. However, process maps of students’ in-game behavior showed that dropout students differed in the number of mistakes they made and also followed a different behavioral pattern than non-dropout students. In all, this study contributes to the knowledge base by revealing different types of dropout students who showed distinct behavioral patterns. More insights into these patterns could help to identify students at-risk of dropping out early on and to develop targeted interventions to prevent dropout.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100721"},"PeriodicalIF":0.0,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Lachney, Madison C. Allen Kuyenga, Christa Robinson
{"title":"Culturing computation: A multi-case study on students as ethnocomputing researchers during a virtual after-school program","authors":"Michael Lachney, Madison C. Allen Kuyenga, Christa Robinson","doi":"10.1016/j.ijcci.2024.100719","DOIUrl":"10.1016/j.ijcci.2024.100719","url":null,"abstract":"<div><div>Ethnocomputing is a field about the co-constitutive relationships of culture and computational technology, digital and analog. It assumes that all technologies are value-laden and that cultural activities, practices, designs, and knowledge can be computational. Within education, ethnocomputing has inspired the design of software and hardware to help children study the computing ideas that are embedded in Indigenous and vernacular epistemologies, designs, and practices, such as African American cornrow braiding, Anishinaabeg quilting, Ghanaian Adinkra stamping, and more. Not only does this provide a way to add epistemic diversity to computing curricula but it is also a challenge to Eurocentric histories of computer science. Quantitative research on these educational technologies has been promising in terms of supporting children's attitudes toward and content knowledge of computing. This research also suggests that just being exposed to these technologies may not be enough for students to make the connections between culture and computing that ethnocomputing assumes as its foundation. To address this challenge, we report findings from a multi-case study of four Black high school students who took on roles as ethnocomputing researchers during a five-week virtual after-school program. Instead of focusing on if the program supported their computer science content knowledge, we sought to study the students' meaning-making and knowledge production practices on culture and computing in their ethnocomputing research. Our findings show that while only two of the four children felt confident identifying themselves as ethnocomputing researchers by the time the program ended, all students were able to express nuanced and unique ideas about culture-computing relationships that were relevant to ethnocomputing. We end with some recommendations about framing the image of the “researcher” in future ethnocomputing education.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100719"},"PeriodicalIF":0.0,"publicationDate":"2024-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139521","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}
Kathryn A. Leech , Grace Lin , Sarah Pedonti , Ilana Schoenfeld , Cigdem Uz Bilgin
{"title":"Evaluating the usability of a conversational agent to enhance parent-child shared reading interactions","authors":"Kathryn A. Leech , Grace Lin , Sarah Pedonti , Ilana Schoenfeld , Cigdem Uz Bilgin","doi":"10.1016/j.ijcci.2024.100720","DOIUrl":"10.1016/j.ijcci.2024.100720","url":null,"abstract":"<div><div>Interactive shared book reading – particularly when parents engage in decontextualized talk which goes beyond the here-and-now – is an evidenced-based approach to promote preschool-aged children's engagement with a story and emergent literacy. Parental training of interactive reading often involves an experienced clinician or researcher who can provide personalized, “in-the-moment” instruction. Although such methods are highly effective, they are expensive and time-intensive, often limiting participation by busy parents. Here, we extend this approach through a digital tool designed to encourage dyadic interaction during shared book reading via a conversational agent (CA). In this paper, we describe the results of a one-month usability test of the app with N = 20 parents and their 3-to-5-year-old children. The app first provided parents with information on interactive reading strategies. During reading, it used AI technology to deliver interactive prompts aimed at promoting decontextualized conversation. Parent-child conversation while reading with the CA was nearly double that of conversation when reading without the CA. Approximately one month later, parent and child talk while reading with CA remained high. Additional analyses indicated that parents most often expanded on the CA's prompts rather than repeating them, thereby eliciting more verbal responses from children. Results indicate that CAs have the potential to enrich dyadic interactions around print books in ways known to promote children's early literacy abilities. Future directions around the scalability and efficacy of CA technologies to augment literacy practices are discussed.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100720"},"PeriodicalIF":0.0,"publicationDate":"2024-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139776","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":"More than words: Conceptualizing narrative computational thinking based on a multicase study","authors":"Michael Schlauch , Cristina Sylla , Maitê Gil","doi":"10.1016/j.ijcci.2024.100704","DOIUrl":"10.1016/j.ijcci.2024.100704","url":null,"abstract":"<div><div>This paper presents an investigation that compares and analyzes the interactions of three groups of pre-and-primary school children with three different storytelling systems. We identify emerging patterns through which they engaged in what we refer to as narrative computational thinking. The latter describes broadened aspects of narrative literacy practices that are linked to computational thinking. By applying a multicase study approach and through various vignettes, we illustrate how children applied computational thinking to understand and influence the narrative possibilities offered by the different tools. Our results illustrate circumstances under which digital storytelling activities provide a favorable basis for narrative computational thinking, and that when computational thinking functions as a scaffold for story creation, it encourages a blend of creativity and computational thinking, providing a compelling approach to introducing emerging digital literacies to young children in a narrative context.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100704"},"PeriodicalIF":0.0,"publicationDate":"2024-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143140090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stephanie C. Milford , Lynette Vernon , Joseph J. Scott , Nicola F. Johnson
{"title":"Exploring parent self-efficacy in children's digital device use: Understanding shame and self-stigma through a mixed-methods approach","authors":"Stephanie C. Milford , Lynette Vernon , Joseph J. Scott , Nicola F. Johnson","doi":"10.1016/j.ijcci.2024.100718","DOIUrl":"10.1016/j.ijcci.2024.100718","url":null,"abstract":"<div><div>This study utilized a mixed-methods approach to explore the relationship between shame, parental self-stigma, and parental self-efficacy in managing children's digital device use, while considering societal pressure and social media influence. Data was collected via an online survey administered to parents of school-aged children. The sample included 394 predominantly female Australian parents. Quantitative analyses, including confirmatory factor analysis and structural equation modeling, were complemented by qualitative thematic inductive content analysis. Results indicated a significant mediation effect of self-stigma on the relationship between shame and self-efficacy. Qualitative analysis revealed themes of societal pressure, judgement-based pressure, and social media pressure, highlighting contextual influences on parent self-stigma and self-efficacy. The convergence of quantitative and qualitative findings emphasizes the pivotal role of shame in influencing parental self-efficacy in the digital realm. This comprehensive approach enriches our understanding by illustrating how societal pressures and online influences contribute to feelings of shame and self-stigma among parents. Recommendations include establishing clear digital device guidelines for parents and implementing targeted interventions to mitigate parental shame and self-stigma, thereby enhancing parental self-efficacy in managing children's digital device use. These findings contribute to understanding the psychological dynamics of parenting in the digital age and offer insights to support parents in navigating this evolving landscape.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100718"},"PeriodicalIF":0.0,"publicationDate":"2024-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}