{"title":"是什么促使孩子们成为数字丰富文物的创造者?","authors":"M. Giannakos, M. L. Jaccheri","doi":"10.1145/2466627.2466634","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"45","resultStr":"{\"title\":\"What motivates children to become creators of digital enriched artifacts?\",\"authors\":\"M. Giannakos, M. L. Jaccheri\",\"doi\":\"10.1145/2466627.2466634\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":333903,\"journal\":{\"name\":\"Proceedings of the 9th ACM Conference on Creativity & Cognition\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"45\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 9th ACM Conference on Creativity & Cognition\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2466627.2466634\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 9th ACM Conference on Creativity & Cognition","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2466627.2466634","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.