是什么促使孩子们成为数字丰富文物的创造者?

M. Giannakos, M. L. Jaccheri
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引用次数: 45

摘要

面向儿童的编程语言(如Scratch)的出现,结合可编程硬件平台(如Arduino),使青少年能够创造性地开发数字丰富的人工制品,如机器人和交互式装置。但是,这些发展活动的重要特征是什么?更具体地说,是什么促使孩子们参与这种软件和硬件密集型活动?在本文中,我们提出了关于创造性学习环境的关键方面的实证调查结果。目的是了解是什么促使儿童参与这些发展活动。在我们的实证评估中,一组研究人员和艺术家设计、实施和评估了总共66名儿童的三个工作坊计划,最终目标是探索儿童对软件和硬件密集型活动的态度。讲习班基于雷焦艾米利亚教育原则,开源软件Scratch和Arduino,并在使用回收材料进行创造性目的的中心进行。在评估的第一阶段,从11个访谈中收集定性数据,并使用内容分析进行分析。在第二阶段,我们设计了一个基于技术激励因素的调查。收集了37份调查回复。在两个评估阶段,我们都记录了照片和观察结果,并将其用于三角测量我们的数据。结果表明:(a)软、硬件密集型活动提高了学生对技术的认识,强化了体验,促使学生探索边界,加强合作和意见和想法的交流;(b)活动的容易性和有用性显著影响儿童的参与意愿。这些结果对那些面向儿童的编程语言和硬件平台,以及那些围绕这些技术建立创造性学习框架的人都有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
What motivates children to become creators of digital enriched artifacts?
The advent of programming languages for children (i.e., Scratch) combined with accessible programmable hardware platforms (i.e., Arduino) makes it possible for teenagers to engage in creative development of digital enriched artifacts, like robots and interactive installations. But what are the important factors that characterize these development activities? And more specifically, what motivates children to participate in such software and hardware intensive activities? In this paper we present the results of an empirical investigation regarding the key aspects of a creative learning context. The goal is to understand what motivates children to participate in these development activities. In our empirical evaluation, a group of researchers and artists designed, implemented, and evaluated three workshop programs of 66 children total, with the final goal of exploring children's attitudes software and hardware-intensive activities. The workshops were based on the Reggio Emilia education principles, open source software Scratch and Arduino and were conducted in centers that use recycled materials for creative purposes. For the first phase of the evaluation, qualitative data was collected from 11 interviews and was analyzed using content analysis. For the second phase, we designed a survey grounded in motivational factors for technology. 37 survey responses were collected. For both evaluation phases, photos and observations were recorded and used to triangulate our data. The results showed that: (a) software and hardware intensive activities raise awareness of technology, intensify the experience, and invite students to explore boundaries and increase collaboration and the exchange of views and ideas, and (b) the activity's easiness and usefulness significantly affect children's intention to participate. These results have implications for those programming languages and hardware platforms for children, as well as for those setting up creative learning frameworks around such technology.
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