491 research outputs found

    Guidance in storytelling tables supports emotional development in kindergartners

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    Promoting the social-emotional development of kindergartners is of special relevance as will lay the foundations for emotion regulation in later childhood and adulthood stages. Considering that tangible storytelling tables are already used for language and literacy skills in kindergarten, we addressed the problem of designing a storytelling intervention aimed at social-emotional development suitable in such a context by using an emotional laden story as content and embedding a guidance method that can be implemented with either a human or robot guide to enhance the learning setting. The study considered two guided storytelling activities (one traditional guided by the teacher, and one in which guidance was provided by a robot) and a control condition without additional guidance. The three conditions were compared in terms of kindergartners’ enactment process, an emotion recognition test and a story recall test. The results show that the guidance method properly supported emotion naming, children involvement and goal completion during the storytelling activity whereas the intervention supported the learning gain on emotion recognition. The study revealed that both robot and human guidance did not differ significantly in the performance tests but did outperform the control. In view of the results, this research is helpful for researchers and teachers to create in an informed way a range of environments in the kindergarten class based on storytelling tables, either with or without guidance, and with or without robot support. Future work may further investigate how specific interaction issues concerning robot embodiment (e.g., voice and behavioral cues to direct children’s attention) might enhance or not the children’s performanceOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This work has partially been funded by the Spanish Ministry of Science, Innovation and Universities under Juan de la Cierva programme (IJC2018–037522-I). The writing of this work has received financial support from the Consellería de Educación, Universidade e Formación Profesional (accreditation 2019–2022 ED431G-2019/04, reference ED431C2022/19) and the European Regional Development Fund (ERDF)S

    Public evaluation of quality education

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    Aims of the study are to address the issue concerning public perception of quality education. A theoretical approach derived from consumer psychology is adopted which involves application of dimensionality to schools. There is description of a model for prediction of satisfaction and quality in relation to secondary education. After a review of issues concerning the political context, empirical research, and the characteristics of education, service quality, theories of motivation and impression formation, and definitions of satisfaction are considered. A consumer model of service evaluation is described, with implications of its relevance to education. There is an account of information gathering, by means of depth interviews and focus group discussions. This is followed by descriptions of four surveys and analyses of data. The study shows that a wide range of issues are involved in the school judgement process. A number of categories are matched with service quality dimensions proposed by Parasuraman et al. (1988). Information sources are investigated and factor analyses of data provides a group of overlapping judgement criteria, which contrast with the SERVQUAL structure described. Findings indicate that 'Tangibles', 'Academic', 'Communication' and 'Socio-emotional' dimensions are of consequence in the school judgement process, and various features related to satisfaction are identified. It is concluded that several criteria are taken into account in the judgement process, and a satisfactory model is additive in nature. Although there are important differences between evaluation processes in respect of education and other services, a gap definition of service quality judgement and the dimensional structure are useful. Findings are reviewed in relation to background literature and implications for school management are indicated

    Interactive technologies for preschool game-based instruction: Experiences and future challenges

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    This is the author’s version of a work that was accepted for publication in Entertainment Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Entertainment Computing, vol. 17 (2016). DOI 10.1016/j.entcom.2016.07.001.[EN] According to current kindergarten curricula, game play is an important basis for children development and it is the main driving force when designing educational activities during early childhood. This paper presents a review of the current state of the art of game technologies that support pre-kindergarten and kindergarten children development. Moreover, the most emergent technologies for developing educational games for preschool children are identified and a set of future challenges are discussed. The main goal of this work is to review the state of the art in interactive technologies which will help educators, game designers and Human-Computer Interaction (HCI) experts in the area of game-based kindergarten instruction. 2016 Elsevier B.V. All rights reserved.This work received financial support from Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a predoctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.Nácher-Soler, VE.; García Sanjuan, F.; Jaén Martínez, FJ. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing. 17:19-29. https://doi.org/10.1016/j.entcom.2016.07.001S19291

    Playful E-textile Sonic Interaction for Socially Engaged and Open-Ended Play Between Autistic Children

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    Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. This thesis contributes a design approach grounded in theories of play, cognitive development, and autism to expand the discourse on methodological guidelines for performing empirical studies with non-verbal autistic children and to extend the design space to cater to the socio-emotional and sensory needs of this population. The thesis reveals how sonic e-textile Tangible User Interfaces (TUIs) can be used effectively to mediate children’s social participation in playful activities. This is demonstrated through developing three explorative field-studies conducted at a specialist school based in North-East London where two sonic e-textile playful TUIs, namely Mazi and Olly, have been created and tested with three groups of autistic children aged between 5-10. The three studies ran over the period of three years and were designed to investigate the potentials of TUIs as shareable toys during leisure and recreational activities to a) support social and playful interactions among peers and b) provide opportunities for self-regulation. The key contributions of this thesis are the designs of two tangible user interfaces, which offer a set of design approaches to guide researchers through creating shareable and playful tangibles for non-verbal autistic children; a framework for analysis and a thorough evaluation process that other researchers could use to assess the efficacy of playful TUI designs for nonverbal autistic children; and an in-depth discussion about the research process, which offers a new perspective about holistic designs and evaluation of technologies that aim to scaffold play in groups non-verbal autistic children

    Finding resilience through music for neurodivergent children

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    This research paper presents a collaborative effort to design a music-making tool that seamlessly blends enjoyment with accessibility, specifically tailored to meet the needs of children with diverse abilities including those who are neurodiverse and have varying musical abilities. The study's primary objective is to provide support to children who encounter challenges in learning traditional musical instruments or who have sensory processing issues and learn their experience of using this tool. Additionally, the research explores the potential role of music therapy in this context, with a focus on how the designed tool can serve as an ideal platform for fostering creativity and self-regulation among children. Qualitative research methods, namely participatory design and cooperative inquiry, were employed to develop and refine different aspects of the music-making tool iteratively. Active involvement and feedback from the primary participants, comprising children with diverse abilities and a music therapist, played a central role throughout the tool's development process. The findings indicate that children responded positively to the technology, revealing diverse applications in music education, therapy, and play. Furthermore, this study identified valuable opportunities for immediate improvements in the robot's design to enhance its overall usability and effectiveness in catering to the needs of its users. The collaborative design approach and the integration of music therapy perspectives demonstrate significant potential for advancing inclusive music education, play and therapeutic interventions for children with diverse abilities

    Stakeholders perceptions of organizational goal attainment at the secondary school level through the lens of authentic learning theory

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    School systems in PK-12 are being challenged to incorporate real-world learning into their curriculum to better prepare students for success after graduation (Karakas-Ozur and Duman, 2019). As high school organizations are beginning to apply authentic learning strategies, there is a gap in knowledge for implementation as much of the research has be conducted at the collegiate or adult learning levels. The research question: What are head administrators' and teacher participants, in three midwestern secondary authentic learning programs, perceptions of Authentic Learning Theory (ALT) best practices being implemented to achieve their program goals? This multi-case study used document analysis, interviews, and focus groups to find most promising authentic learning strategies of three high school authentic learning organizations. The study used the ALT, and more specifically Herrington, Reeves, and Oliver's (2009) Nine Characteristics to Achieve Authentic Learning Environments, as the theoretical framework. The research found an overarching theme to be a shift in mindset in head administrators and teachers. It also revealed new authentic learning practices beyond the nine characteristics of Herrington et al. (2009). This research provides a better understanding of ALT, its most impactful practices for practitioners at the secondary level, and data for future researchers.Includes bibliographical reference

    Experiencing Historical Processes:Museum learning practice and digital technologies

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    Family Preservation Journal, 1999, Volume 4, Issue 1. (Entire issue)

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    Entire issue (large pdf file) Articles include: What Have We Learned from Articles Published in the Family Preservation Journal? Michael J. Holosko, and D. ann Holosko Family Reunion services: An Examination of a Process Used to Successfully Reunite Families. Lois Pierce and Vince Geremia A Multi-Dimensional Approach to Evaluating Family Preservation Programs. Cynthia A. Ford, and Felix A. Okojie Ordinary Families -- Extraordinary Care Giving. John P. Ronna

    iRobot : conceptualising SERVBOT for humanoid social robots

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    Services are intangible in nature and, as a result, it is often difficult to measure the quality of the service. The service is usually delivered by a human to a human customer and the service literature shows SERVQUAL can be used to measure the quality of the service. However, the use of social robots during the pandemic is speeding up the process of employing social roots in frontline service settings. An extensive review of the literature shows there is a lack of an empirical model to assess the perceived service quality provided by a social robot. Furthermore, the social robot literature highlights key differences between human service and social robots. For example, scholars have highlighted the importance of entertainment and engagement in the adoption of social robots in the service industry. However, it is unclear whether the SERVQUAL dimensions are appropriate to measure social robots’ service quality. This master’s project will conceptualise the SERVBOT model to assess a social robot’s service quality. It identifies reliability, responsiveness, assurance, empathy, and entertainment as the five dimensions of SERVBOT. Further, the research will investigate how these five factors influence emotional and social engagement and intention to use the social robot in a concierge service setting. To conduct the research, a 2 x 1 (CONTROL vs SERVBOT) x (Concierge) between-subject experiment was undertaken and a total of 232 responses were collected for both stages. The results indicate that entertainment has a positive influence on emotional engagement when service is delivered by a human concierge. Further, assurance had a positive influence on social engagement when a human concierge provided the service. When a social robot concierge delivered the service, empathy and entertainment both influenced emotional engagement, and assurance and entertainment impacted social engagement favourably. For both CONTROL (human concierge) and SERVBOT (social robot concierge), emotional and social engagement had a significant influence on intentions to use. This study is the first to propose the SERVBOT model to measure social robots’ service quality. The model provides a theoretical underpinning on the key service quality dimensions of a social robot and gives scholars and managers a method to track the service quality of a social robot. The study also extends the literature by exploring the key factors that influence the use of social robots (i.e., emotional and social engagement)
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