Children & storytelling

Paper session

会議の名前
CHI 2020
Play-Based Design: Giving 3- to 4-Year-Old Children a Voice in the Design Process
要旨

There has been a dramatic growth in interactive technology use by children under the age of 5 during the past decade. Despite this growth, children under the age of 5 typically participate only as users or testers in the design process in the overwhelming majority of projects targeting this population presented in key child-computer interaction venues. In this paper we introduce play-based design, an age-appropriate design method to give 3-4-year-old children a voice in the design process. More specifically, we contribute a thorough analysis of the use of existing methods to design technologies for children under the age of 5, a summary of the process that resulted in the development of play-based design, a detailed description of play-based design, a qualitative analysis of our experience implementing play-based design with two groups of children, and a discussion of play-based design's place among other methods, its advantages, and limitations.

キーワード
Children
preschool
design methods
play
著者
Luiza Superti Pantoja
University of Iowa, Iowa City, IA, USA
Kyle Diederich
University of Iowa, Iowa City, IA, USA
Liam Crawford
University of Iowa, Iowa City, IA, USA
Megan Corbett
University of Iowa, Iowa City, IA, USA
Samantha Klemm
University of Iowa, Iowa City, IA, USA
Kerry Peterman
University of Iowa, Iowa City, IA, USA
Flannery Currin
University of Iowa, Iowa City, IA, USA
Juan Pablo Hourcade
University of Iowa, Iowa City, IA, USA
DOI

10.1145/3313831.3376407

論文URL

https://doi.org/10.1145/3313831.3376407

Investigating the Effects of Self-Avatars and Story-Relevant Avatars on Children's Creative Storytelling
要旨

Storytelling is a critical step in the cognitive development of children. Particularly, this requires children to mentally project into the story context and to identify with the thoughts of the characters in their stories. We propose to support free imagination in creative storytelling through an enactment-based approach that allows children to embody an avatar and perform as the story character. We designed our story creation interface with two modes of avatar: the story-relevant avatar and the self-avatar, to investigate the effects of avatar design on the quality of children's creative products. In our study with 20 child participants, the results indicate that self-avatars can create a stronger sense of identification and embodied presence, while story-relevant avatars can provide a scaffold for mental projection.

キーワード
Creativity
Storytelling
Embodied Interaction
Virtual Reality
Expressive Writing
著者
Niloofar Zarei
Texas A&M University, College Station, TX, USA
Sharon Lynn Chu
University of Florida, Gainesville, FL, USA
Francis Quek
Texas A&M University, College Station, TX, USA
Nanjie 'Jimmy' Rao
University of Florida, Gainesville, FL, USA
Sarah Anne Brown
University of Florida, Gainesville, FL, USA
DOI

10.1145/3313831.3376331

論文URL

https://doi.org/10.1145/3313831.3376331

動画
StoryMakAR: Bringing Stories to Life With An Augmented Reality & Physical Prototyping Toolkit for Youth
要旨

Makerspaces can support educational experiences in prototyping for children. Storytelling platforms enable high levels of creativity and expression, but have high barriers of entry. We introduce StoryMakAR, which combines making and storytelling. StoryMakAR is a new AR-IoT system for children that uses block programming, physical prototyping, and event-based storytelling to bring stories to life. We reduce the barriers to entry for youth (Age=14-18) by designing an accessible, plug-and-play system through merging both electro-mechanical devices and virtual characters to create stories. We describe our initial design process, the evolution and workflow of StoryMakAR, and results from multiple single-session workshops with 33 high school students. Our preliminary studies led us to understand what students want to make. We provide evidence of how students both engage and have difficulties with maker-based storytelling. We also discuss the potential for StoryMakAR to be used as a learning environment for classrooms and younger students.

キーワード
Maker Culture
Storytelling
Augmented Reality
Children
著者
Terrell Kendall Glenn
Purdue University, West Lafayette, IN, USA
Ananya Ipsita
Purdue University, West Lafayette, IN, USA
Caleb Carithers
Purdue University, West Lafayette, IN, USA
Kylie Peppler
University of California, Irvine, Irvine, CA, USA
Karthik Ramani
Purdue University, West Lafayette, IN, USA
DOI

10.1145/3313831.3376790

論文URL

https://doi.org/10.1145/3313831.3376790

動画
We are the Greatest Showmen: Configuring a Framework for Project-Based Mobile Learning
要旨

Little research has explored how mobile-learning technologies could be used by students to produce interactive artefacts during project-based learning processes. Following a design-based approach, we report on engagements spanning classroom and outdoor learning with students (ages 6-13) and teachers from three different UK schools and a summer school of Travelling Showchildren. Working within the time constraints of each context, we deployed a variety of configurations of a project-based mobile learning (PBML) framework intended to support the production of student-designed mobile-learning activities. We contribute insights gained from these engagements, including how mobile technologies can harness students' existing desire for independence and how they can be configured to leverage the physical and social attributes of place and community as learning resources. We argue for further exploration of the potential roles for mobile technologies within project-based learning, and contribute our PBML framework with recommendations for its re-configuration in response to contextual constraints.

キーワード
Mobile-Learning
Project-Based Learning
Digital Civics
著者
Dan Richardson
Newcastle University, Newcastle upon Tyne, United Kingdom
Ahmed Kharrufa
Newcastle University, Newcastle upon Tyne, United Kingdom
DOI

10.1145/3313831.3376650

論文URL

https://doi.org/10.1145/3313831.3376650

Embodied Learning in Immersive Smart Spaces
要旨

This paper presents the design and evaluation of IMAGINE, a novel interactive immersive smart space for embodied learning. In IMAGINE children use full-body movements and gestures to interact with multimedia educational contents projected on the wall and on the floor, while synchronized light effects enhance immersivity. A controlled study performed at a primary school with 48 children aged 6-8 highlights the educational potential of an immersive embodied solution, also compared to traditional teaching methods, and draws some implications for smart-space technology adoption in educational contexts.

キーワード
Children
Education
Embodied Learning
Kinect
Immersive Environment
Smart Spaces
Primary School
著者
Mirko Gelsomini
Politecnico di Milano, Milano, Italy
Giulia Leonardi
Politecnico di Milano, Milano, Italy
Franca Garzotto
Politecnico di Milano, Milan, Italy
DOI

10.1145/3313831.3376667

論文URL

https://doi.org/10.1145/3313831.3376667

動画