{"title":"A rapid and inclusive instrument for assessing children’s basic understanding of physical computing","authors":"Andrea Bonani , Rosella Gennari , Alessandra Melonio , Pierpaolo Vittorini","doi":"10.1016/j.ijcci.2024.100709","DOIUrl":"10.1016/j.ijcci.2024.100709","url":null,"abstract":"<div><div>While there are many initiatives that strive to empower children with physical computing, there seems to be no validated questionnaire for rapidly measuring different children’s understanding of the basics of physical computing. This paper presents the design of such an instrument—<span>PCBUQ</span>. It is rapid in that it consists of few items. It is inclusive because designed for different young children. It is for the basics of physical computing in that it considers physical input and output devices, basic patterns and programs that use them for interacting with the physical world. Data gathered from experts, primary and middle schools were used to validate <span>PCBUQ</span>. The first items assess children’s capability of classifying physical devices as input (e.g., buttons), and output devices (e.g., LED, speaker). The other items evaluate whether children can interpret problematic scenarios and infer how to resolve them with adequate input and output devices, patterns and programs. <span>PCBUQ</span> was found to have adequate reliability. The reported statistical analyses highlight the items that strongly and weakly correlate with the construct under analysis, their difficulty and discrimination. Results are discussed to guide future physical computing initiatives for children and their assessment.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100709"},"PeriodicalIF":0.0,"publicationDate":"2024-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139529","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}
{"title":"A workshop on artificial intelligence biases and its effect on high school students’ perceptions","authors":"Marcos J. Gómez , Julián Dabbah , Luciana Benotti","doi":"10.1016/j.ijcci.2024.100710","DOIUrl":"10.1016/j.ijcci.2024.100710","url":null,"abstract":"<div><div>This paper introduces a workshop aimed at concurrently addressing technical concepts and ethical considerations on artificial intelligence (AI) biases, with an emphasis on societal and automation biases. Unlike conventional approaches that often prioritize either the technical intricacies or the ethical implications of AI, our workshop integrates these dimensions in parallel. Through a series of activities, we illustrate how design decisions made by individuals involved in AI development, such as defining classes and selecting training sets, can introduce biases into AI models. We also explore errors or biases in model decisions, shedding light on the nuanced challenges of AI development.</div><div>The workshop’s impact on high school students’ perceptions of AI technology was assessed through pre and post-tests. Statistical analysis revealed a significant reduction in students’ agreement with statements regarding the absence of AI societal biases, the lack of influence of AI designers on AI behavior, and the superiority of AI solutions over human alternatives. While perceived as a highly positive and engaging experience, the workshop was also recognized as a practical and motivating endeavor, aligning with our didactic approach emphasizing experiential learning over theoretical exposition.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100710"},"PeriodicalIF":0.0,"publicationDate":"2024-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139528","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}
Annemiek Veldhuis, Priscilla Y. Lo, Sadhbh Kenny, Alissa N. Antle
{"title":"Critical Artificial Intelligence literacy: A scoping review and framework synthesis","authors":"Annemiek Veldhuis, Priscilla Y. Lo, Sadhbh Kenny, Alissa N. Antle","doi":"10.1016/j.ijcci.2024.100708","DOIUrl":"10.1016/j.ijcci.2024.100708","url":null,"abstract":"<div><div>The proliferation of Artificial Intelligence (AI) in everyday life raises concerns for children, other marginalized groups, and the general public. As new AI implementations continue to emerge, it is crucial to enable children to engage critically with AI. Critical literacy objectives and practices can encourage children to question, critique, and transform the social, political, cultural, and ethical implications of AI. As an initial step towards critical AI education, we conducted a 10-year scoping review to identify publications reporting on activities that engage children, between the ages of 5 and 18, to address the critical implications of AI. Our review identifies a wide range of participants, content, and pedagogical approaches. Through framework synthesis guided by an established critical literacy model, we examine the critical literacy learning objectives embedded in the reported activities and propose a critical AI literacy framework. This paper outlines future opportunities for critical AI literacies in the field of child–computer interaction including inspiring new learning activities, encouraging inclusive perspectives, and supporting pragmatic curriculum integration.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100708"},"PeriodicalIF":0.0,"publicationDate":"2024-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139527","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}
{"title":"Erratum regarding missing Declaration of Competing Interest statements in previously published articles","authors":"","doi":"10.1016/j.ijcci.2024.100679","DOIUrl":"10.1016/j.ijcci.2024.100679","url":null,"abstract":"","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100679"},"PeriodicalIF":0.0,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143102087","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}
Zainab Agha , Naima Samreen Ali , Jinkyung Park , Pamela J. Wisniewski
{"title":"A systematic review on design-based nudges for adolescent online safety","authors":"Zainab Agha , Naima Samreen Ali , Jinkyung Park , Pamela J. Wisniewski","doi":"10.1016/j.ijcci.2024.100702","DOIUrl":"10.1016/j.ijcci.2024.100702","url":null,"abstract":"<div><div>Within the realm of digital spaces, much of the nudging research has focused on general populations, which may not be applicable to nudges for adolescents, as minors are often more vulnerable to online risks and have unique developmental needs. To address this gap, we conducted a systematic literature review of 52 articles from the past 15 years that focused on technology-mediated nudges for teens’ online safety. We found that most nudges were designed for protecting teens as victims of cyberbullying in public settings, with recent trends towards studying nudges for diverse risk types and perspectives (e.g., risk perpetrators and bystanders). Most of the nudges were designed to be triggered during or after the risk occurrence, with fewer preventative approaches. Expanding upon Caraban et al.’s nudging framework, we found that commonly used mechanisms for nudges facilitated alternate actions or education, confronted youth with the consequences of risks, or involved parents. Lastly, most of the work focused on formative understanding or designing nudges for adolescents, with fewer ecologically valid evaluations of these nudges. We recommend building context-aware nudges with positive framing that can provide personalized guidance to help teens build resilience. We call for further investigation into how nudges can effectively empower adolescents in different cultural contextsby supporting autonomy and collective safety, while also confronting perpetrators and societal challenges for improved online safety outcomes. Finally, we provide guidelines to move towards realistic evaluations of nudges, and to engage with teens at every stage; from design to evaluations of online safety nudges.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"43 ","pages":"Article 100702"},"PeriodicalIF":0.0,"publicationDate":"2024-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143139530","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}
{"title":"Beyond techno-solutionism: Towards critical perspectives in environmental education and digital technology. A critical-hermeneutic review","authors":"Haley Perkins","doi":"10.1016/j.ijcci.2024.100705","DOIUrl":"10.1016/j.ijcci.2024.100705","url":null,"abstract":"<div><div>As ecological changes escalate and digital technologies continue to entangle themselves into children's lives, there is a need to critically explore the intersection of education, digital technologies, and environmental concerns. This paper aims to uncover underlying assumptions and metanarratives in current scholarship at the intersection of Environmental Education (EE), technology, and Child-Computer Interaction (CCI) to broaden perspectives and foster transformative futures. A decolonial-informed critical hermeneutic literature review of 79 papers explores EE's relationship with digital technology and CCI. Thematic analysis and iterative search cycles reveal a hegemonic discourse centred on anthropocentrism, technological solutionism, and behaviour change in children, predominantly driven by economic priorities in the Global North. Non-hegemonic perspectives (particularly those from the Global South) emphasise critical perspectives on digital technology development and sustainability discourse. These perspectives advocate for non-dualistic understandings of human-nature-technology relationships such as those informed by relationally-based Indigenous knowledges, new materialisms, arts-based pedagogies, and ecopedagogies. This review has implications for EE and the CCI communities alike. Findings suggest that researchers might reconsider prioritising techno-pedagogical sustainability solutions and shift efforts first towards transforming the underlying ways of knowing and being that drive current education and technology narratives and design. By critically addressing these onto-epistemological orientations, we might stand a chance for a more sustainable and ecologically responsible future for today's children.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100705"},"PeriodicalIF":0.0,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142720018","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}
{"title":"Expanding digital literacies beyond the digital: Infusing computational thinking into unplugged pedagogical tools - Two case studies from mathematics education","authors":"Renato Saig, Arnon Hershkovitz","doi":"10.1016/j.ijcci.2024.100703","DOIUrl":"10.1016/j.ijcci.2024.100703","url":null,"abstract":"<div><div>Computational Thinking (CT), the conceptual foundations required for solving complex problems effectively and efficiently, is an imperative skill for today's learners, across disciplines and across ages. As for its importance in the wide network of digital literacies, CT has been implemented in various educational contexts, however mostly via digital artifacts, specifically in programming-related activities. This approach does not fulfill the potential of such integration for promoting learning. In this paper, we argue that digital literacies should not be bound to the digital realm, and present a novel approach to fully integrate CT into learning and teaching by the development of CT-infused “unplugged” pedagogical tools that are fully embedded in the subject matter. We demonstrate the advantages to student learning of these tools in two case studies from K-12 mathematics education: 1) An assistive tool for function investigation in high-school calculus – in this case, we point out to how CT skills that were implemented in the tool promoted students' problem solving; 2) A teaching unit for pattern sequences in elementary school – in this case, we show how students in the CT research group outperformed students in the other groups, and how they implemented CT to solve pattern sequence problems effectively and efficiently. We highlight that besides enhancing learning, this approach can help address the important issue of equity in education, and suggest ways to promote it via dedicated professional development.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100703"},"PeriodicalIF":0.0,"publicationDate":"2024-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142656801","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":"How can AR-enhanced books support early readers? Exploring literacy development through AR design principles","authors":"Yoo Kyung Chang , Jullia Lim , Jordan Burkland","doi":"10.1016/j.ijcci.2024.100701","DOIUrl":"10.1016/j.ijcci.2024.100701","url":null,"abstract":"<div><div>Early readers go through critical literacy development that have a significant impact on their future reading, academic performance, and lifelong learning. Previous studies have found that AR books designed for literacy development are effective, especially with improved vocabulary and motivation (Cai et al.,2022). Much of AR-enhanced books are not designed with considerations for literacy development. This study extends previous studies by examining whether and how AR-enhanced books may support such critical literacy development through informal, recreational reading. Young readers were observed as they read a set of AR-enhanced books. Their literacy behavior consisting of literacy skills and motivation were analyzed in relation to AR design principles to explore how and when the design principles engaged literacy behavior. Findings show that AR books, even if they are not designed for literacy development, may provide opportunities for engagement and development of literacy skills and motivation. A pattern of relations between literacy behavior, including print concept, vocabulary, interest, and attentional control, and AR design principles were observed. The implications for design and implementation of AR design principles and AR-enhanced books to support different readers is discussed.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100701"},"PeriodicalIF":0.0,"publicationDate":"2024-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142704509","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}
Ying Xu , Trisha Thomas , Zhixin Li , Monica Chan , Grace Lin , Kate Moore
{"title":"Examining children's perceptions of AI-enabled interactive media characters","authors":"Ying Xu , Trisha Thomas , Zhixin Li , Monica Chan , Grace Lin , Kate Moore","doi":"10.1016/j.ijcci.2024.100700","DOIUrl":"10.1016/j.ijcci.2024.100700","url":null,"abstract":"<div><div>Young children may develoattachments or perceive realism in television characters due to interactive techniques like faux eye contact and pretend interactions during video watching. As artificial intelligence (AI) advances, the potential for real-time, contingent interactions with characters has emerged, potentially reshaping children's perceptions of these characters as responsive entities. This article presents findings from two experiments conducted as part of a multi-year project aimed at integrating AI into television animation series. In this project, the main characters of the series ask children questions, listen to their responses, and provide responsive feedback. The findings suggest that interactive characters, which engage viewers through contingent dialogues, are perceived as more human-like. Follow-up analyses also revealed that the opportunities for contingent interactions with the media character were the primary reason that drove such perceptions. This study contributes to advancing understanding of the mechanisms underlying children's evolving relationships with interactive media characters, a trend likely to gain prominence in the years to come.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100700"},"PeriodicalIF":0.0,"publicationDate":"2024-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142578236","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}
Elin A. Björling , Kung Jin Lee , Jin Ha Lee , Ruican Zhang , Sean Roth , Juan Rubio
{"title":"Designing for Teen Mental Health: An exploration of the co-design of virtual reality in the public library setting","authors":"Elin A. Björling , Kung Jin Lee , Jin Ha Lee , Ruican Zhang , Sean Roth , Juan Rubio","doi":"10.1016/j.ijcci.2024.100693","DOIUrl":"10.1016/j.ijcci.2024.100693","url":null,"abstract":"<div><div>Teen mental health is in a state of crisis in the United States. One in three adolescents is suffering from a mental health issue and suicide is the third leading cause of death for teens ages 15–24. The demand for mental health resources far outweighs the supply suggesting creative and accessible mental health resources are needed. The public library is a community resource available to all community members and is an ideal location for providing mental health supports. Therefore, in this project, we engaged three, diverse groups of teens (n = 30) in the design and development of a virtual reality environment intended to support teen mental health. Teens from two urban (Seattle and Washington, D.C.) and one rural setting (Texas) participated in a 13-session, after school co-design program led by local library staff. Through these design sessions, we learned that (1) Teens are interested and engaged in talking about their mental health and find nature and animals relaxing and helpful. (2) Teens envision virtual reality (VR) as an environment to help them manage or avoid stress and feelings of overwhelm. (3) As designers, teens enjoy active interaction and the ability to iterate on their designs. (4) VR designs by teens often included being in nature and with animals. These data suggest that virtual reality may be a successful medium and public libraries an appropriate site in which to engage teens in co-design for mental health. More importantly, such programs may offer an invitation to encourage teens to think about and discuss their own mental health.</div></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"42 ","pages":"Article 100693"},"PeriodicalIF":0.0,"publicationDate":"2024-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142656802","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}