Tech for Learning and Families

[A] Paper Room 11, 2021-05-11 17:00:00~2021-05-11 19:00:00 / [B] Paper Room 11, 2021-05-12 01:00:00~2021-05-12 03:00:00 / [C] Paper Room 11, 2021-05-12 09:00:00~2021-05-12 11:00:00

会議の名前
CHI 2021
When Screen Time Isn’t Screen Time: Tensions and Needs Among Tweens and Their Parents During Nature-Based Exploration
要旨

We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and in-app audio recordings from a 2-week deployment study, we found that tweens’ experiences with the NatureCollections app were influenced by tensions surrounding how parents and tweens negotiate technology use more broadly. Despite these tensions, the app succeeded in engaging tweens in outdoor nature explorations, and parents valued the shared family experiences around nature. Parents desired the app to support family bonding and inform them about how their tween used the app. This work shows how applications intended to support enriching youth experiences are experienced in the context of screen time tensions between parents and tween during a transitional period of child development. We offer recommendations for designing digital experiences to support family needs and reduce screen time tensions.

著者
Saba Kawas
University of Washington, Seattle, Washington, United States
Nicole S. Kuhn
University of Washington, Seattle, Washington, United States
Kyle Sorstokke
University of Washington, Seattle, Washington, United States
Emily E. Bascom
University of Washington, Seattle, Washington, United States
Alexis Hiniker
University of Washington, Seattle, Washington, United States
Katie Davis
University of Washington, Seattle, Washington, United States
DOI

10.1145/3411764.3445142

論文URL

https://doi.org/10.1145/3411764.3445142

動画
Parental Mediation for Young Children’s Use of Educational Media: A Case Study with Computational Toys and Kits
要旨

Parental mediation literature is mostly situated in the contexts of television, Internet use, video games, and mobile devices, while there is less understanding of how parents mediate their children’s engagement with educational-focused media. We examine parental involvement in young children’s use of a creation-oriented educational media, i.e., coding kits, from a mediation perspective through an interview study. We frame parents’ mediation practices along three dimensions: (1) creative mediation, where parents mediate to support children’s creating and learning with media; (2) preparative mediation, where parents explore and prepare media for children’s engagement; and (3) administrative mediation, where parents administer and regulate their children’s media use. Compared to the restrictive, active, and co-using mediation theory, our proposed framework highlights various supportive practices parents take to help their children learn and create with media. We further connect our findings to Joint Media Engagement and reflect on implications for parent involvement in children’s creation-oriented media design.

著者
Junnan Yu
University of Colorado Boulder, Boulder, Colorado, United States
Andrea DeVore
University of Colorado Boulder, Boulder, Colorado, United States
Ricarose Roque
University of Colorado Boulder, Boulder, Colorado, United States
DOI

10.1145/3411764.3445427

論文URL

https://doi.org/10.1145/3411764.3445427

動画
Exploring Opportunities to Aid Generation of Input Action Ideas for Tangible User Interfaces
要旨

Novice tangible interaction design students often find it challenging to generate input action ideas for tangible interfaces. To identify opportunities to aid input action idea generation, we built and evaluated a tool consisting of interactive physical artifacts coupled with digital examples of tangible systems and technical implementation guidance. Through video recorded design sessions and interviews with twelve students, we investigated how they used the tool to generate input action ideas, how it supported them, and what challenges they faced. We found that the tool helped in generating input action ideas by enabling to experience input actions, supporting hands-on explorations, and introducing possibilities. However, introducing examples at times caused design fixation. The tool fell short in supporting the planning of technical implementation of the generated ideas. This research is useful for tangible interaction design students, instructors, and researchers to apply in education, design similar tools, or conduct further research.

著者
Uddipana Baishya
Simon Fraser University, Surrey, British Columbia, Canada
Alissa N.. Antle
Simon Fraser University, Vancouver, British Columbia, Canada
Carman Neustaedter
Simon Fraser University, Surrey, British Columbia, Canada
DOI

10.1145/3411764.3445713

論文URL

https://doi.org/10.1145/3411764.3445713

動画
RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspaces Experiences
要旨

Distance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically require extensive trouble-shooting and example demonstrations from instructors. We present RobotAR, a teleconsulting robotics toolkit for creating Augmented Reality (AR) makerspaces. We present the hardware and software for an AR-compatible robot, which behaves as a student’s voice assistant and can be embodied by the instructor for teleconsultation. As a desktop-based teleconsulting agent, the instructor has control of the robot’s joints and position to better focus on areas of interest inside the workspace. Similarly, the instructor has access to the student’s virtual environment and the capability to create AR content to aid the student with problem-solving. We also performed a user study which compares current techniques for distance hands-on learning and an implementation of our toolkit.

著者
Ana M. Villanueva
Purdue University, West Lafayette, Indiana, United States
Zhengzhe Zhu
Purdue University, West Lafayette, Indiana, United States
Ziyi Liu
Purdue University, West Lafayette, Indiana, United States
Xin Du
Purdue University, West Lafayette, Indiana, United States
Joey Huang
University of California, Irvine , Irvine, California, United States
Kylie A. Peppler
University of California, Irvine, Irvine, California, United States
Karthik Ramani
Purdue University, West Lafayette, Indiana, United States
DOI

10.1145/3411764.3445726

論文URL

https://doi.org/10.1145/3411764.3445726

動画
Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote Settings
要旨

Grandparents and grandchildren, who cannot meet face-to-face (e.g., due to dislocation or physical distancing induced by a pandemic), often use audio-visual communication tools in order to maintain their relationship online. In a qualitative online survey (n = 85), we inquired into the various ways that grandparents and grandchildren came up with when being physically distant; many of them are tangible in nature as they include ''things'' or incorporate ''spaces''. In this paper, we illustrate related temporal and spatial trajectories and unpack how online meetings are characterized by constant negotiations of agency. We discuss how online meetings could complement face-to-face meetings, instead of mimicking or replacing them. We finally articulate a collection of design sensitivities with the aim to both inspire and question designing for intergenerational online meetings.

著者
Verena Fuchsberger
University of Salzburg, Salzburg, Austria
Janne Mascha Beuthel
University of Salzburg, Salzburg, Austria
Philippe Bentegeac
University of Salzburg, Salzburg, Austria
Manfred Tscheligi
University of Salzburg, Salzburg, Austria
DOI

10.1145/3411764.3445191

論文URL

https://doi.org/10.1145/3411764.3445191

動画
MomentMeld: AI-augmented Mobile Photographic Memento towards Mutually Stimulatory Inter-generational Interaction
要旨

Aging often comes with declining social interaction, a known adversarial factor impacting the life satisfaction of senior population. Such decline appears even in family--a permanent social circle, as their adult children eventually go independent. We present MomentMeld, an AI-powered, cloud-backed mobile application that blends with everyday routine and naturally encourages rich and frequent inter-generational interactions in a family, especially those between the senior generation and their adult children. Firstly, we design a photographic interaction aid called mutually stimulatory memento, which is a cross-generational juxtaposition of semantically related photos to bring natural arousal of context-specific inter-generational empathy and reminiscence. Secondly, we build comprehensive ensemble AI models consisting of various deep neural networks and a runtime system that automates the creation of mutually stimulatory memento on top of the user's usual photo-taking routines. We deploy MomentMeld in-the-wild with six families for an eight-week period, and discuss the key findings and further implications.

著者
Bumsoo Kang
KAIST, Daejeon, Korea, Republic of
Seungwoo Kang
KOREATECH, Cheonan, Korea, Republic of
Inseok Hwang
POSTECH, Pohang, Korea, Republic of
DOI

10.1145/3411764.3445688

論文URL

https://doi.org/10.1145/3411764.3445688

動画
The Lived Experience of Child-Owned Wearables: Comparing Children’s and Parents’ Perspectives on Activity Tracking
要旨

Children are increasingly using wearables with physical activity tracking features. Although research has designed and evaluated novel features for supporting parent-child collaboration with these wearables, less is known about how families naturally adopt and use these technologies in their everyday life. We conducted interviews with 17 families who have naturally adopted child-owned wearables to understand how they use wearables individually and collaboratively. Parents are primarily motivated to use child-owned wearables for children’s long-term health and wellbeing, whereas children mostly seek out entertainment and feeling accomplished through reaching goals. Children are often unable to interpret or contextualize the measures that wearables record, while parents do not regularly track these measures and focus on deviations from their children’s routines. We discuss opportunities for making naturally-occurring family moments educational to positively contribute to children’s conceptual understanding of health, such as developing age-appropriate trackable metrics for shared goal-setting and data reflection.

著者
Işıl Oygür
Ozyegin University, Istanbul, Turkey
Zhaoyuan Su
University of California Irvine, Irvine, California, United States
Daniel A.. Epstein
University of California, Irvine, Irvine, California, United States
Yunan Chen
University of California Irvine, Irvine, California, United States
DOI

10.1145/3411764.3445376

論文URL

https://doi.org/10.1145/3411764.3445376

動画
Making Sense of 3D Modelling and 3D Printing Activities of Young People: A nexus analytic inquiry
要旨

Physical space and materials we work with, as well as people we interact with affect the design and making processes. These aspects in relation to 3D designing in alignment with 3D printing need considerable exploration within Child-Computer interaction (CCI) research community. We conducted our case study by collecting 9-full-day-observation and interview data and examining 3D modeling and 3D printing activities, as work duties of 15-17-years-old summer trainees organized at the university. We identified, inspired by nexus analysis, different discourses circulating around these activities of novice young people and how the discourses are intermingled with the space, the materials, and the task at hand in complex ways, constructing and shaping the experience of the young participants. In our research and design implications, by signifying the impact of the people, challenges, tasks, spaces and tools, we provide recommendations for maintaining children’s engagement in digital fabrication, significantly 3D designing and 3D printing, activities.

受賞
Honorable Mention
著者
Behnaz Norouzi
University of Oulu, Oulu, Finland
Marianne Kinnula
University of Oulu, Oulu, Finland
Netta Iivari
University of Oulu, Oulu, Finland
DOI

10.1145/3411764.3445139

論文URL

https://doi.org/10.1145/3411764.3445139

動画
Pedagogical Agents in Educational VR: An in the Wild Study
要旨

Pedagogical agents are theorized to increase humans' effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild ($N=161$). With a $2\times2+1$ between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, partici\-pants reported high enjoyment and had significant knowledge acquisition. We found that the agent's appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.

受賞
Honorable Mention
著者
Gustav Bøg Petersen
University of Copenhagen, Copenhagen, Denmark
Aske Mottelson
University of Copenhagen, Copenhagen, Denmark
Guido Makransky
University of Copenhagen, Copenhagen, Denmark
DOI

10.1145/3411764.3445760

論文URL

https://doi.org/10.1145/3411764.3445760

動画
Digital Transformations of Classrooms in Virtual Reality
要旨

With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on learners, particularly for VR, have not been evaluated in depth. This work investigates the interaction-related effects of sitting positions of learners, visualization styles of peer-learners and teachers, and hand-raising behaviors of virtual peer-learners on learners in an immersive VR classroom, using eye tracking data. Our results indicate that learners sitting in the back of the virtual classroom may have difficulties extracting information. Additionally, we find indications that learners engage with lectures more efficiently if virtual avatars are visualized with realistic styles. Lastly, we find different eye movement behaviors towards different performance levels of virtual peer-learners, which should be investigated further. Our findings present an important baseline for design decisions for VR classrooms.

著者
Hong Gao
University of Tübingen, Tübingen, Germany
Efe Bozkir
University of Tübingen, Tübingen, Germany
Lisa Hasenbein
University of Tübingen, Tübingen, Germany
Jens-Uwe Hahn
Hochschule der Medien Stuttgart, Stuttgart, Germany
Richard Göllner
University of Tübingen, Tübingen, Germany
Enkelejda Kasneci
University of Tübingen, Tübingen, Germany
DOI

10.1145/3411764.3445596

論文URL

https://doi.org/10.1145/3411764.3445596

動画
Classroom Digital Twins with Instrumentation-Free Gaze Tracking
要旨

Classroom sensing is an important and active area of research with great potential to improve instruction. Complementing professional observers - the current best practice - automated pedagogical professional development systems can attend every class and capture fine-grained details of all occupants. One particularly valuable facet to capture is class gaze behavior. For students, certain gaze patterns have been shown to correlate with interest in the material, while for instructors, student-centered gaze patterns have been shown to increase approachability and immediacy. Unfortunately, prior classroom gaze-sensing systems have limited accuracy and often require specialized external or worn sensors. In this work, we developed a new computer-vision-driven system that powers a 3D “digital twin” of the classroom and enables whole-class, 6DOF head gaze vector estimation without instrumenting any of the occupants. We describe our open source implementation, and results from both controlled studies and real-world classroom deployments.

著者
Karan Ahuja
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Deval Shah
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Sujeath Pareddy
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Franceska Xhakaj
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Amy Ogan
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Yuvraj Agarwal
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Chris Harrison
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
DOI

10.1145/3411764.3445711

論文URL

https://doi.org/10.1145/3411764.3445711

動画