3,510 research outputs found

    Evaluating First Experiences with an Educational Computer Game: A multi-Method Approach

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    This paper presents our evaluation approach for a specific case study, namely the evaluation of an early prototype of an educational game with children aged between 12 and 14 years. The main goal of this initial evaluation study was to explore childrenā€™s first impressions and experiences of the game on the one hand and to assess the studentsā€™ ideas and wishes for the further development of the game on the other hand. The main challenge for the evaluation activities was the selection of the appropriate methodological approach, taking into account children as a special user group. We opted for a combination of different, mainly qualitative and explorative methods that were reported beneficial for work with children in the human-computer interaction (HCI) field. By presenting our multi-method approach, in particular the different steps and procedure within our study, other researchers can get inspirations for follow up activities when evaluating games with children as well as benefit from our experiences in exploring more collaborative methods and methodological combinations

    Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.

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    EXECUTIVE SUMMARY The Childrenā€™s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes. The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise. The emergent findings are: ā€¢ Data collected about physical activity must be more extensive than simple step counts. ā€¢ Data collection technologies for activities must be ubiquitous but invisible. ā€¢ Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating. ā€¢ participants were very open to sharing information (privacy was not a concern). ā€¢ Authority figures have a significant impact on restricting adolescentsā€™ use of technologies. This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood. The appendices provide the detailed (anonymised) data collected during the study and the background literature review

    Mobile Game for Teaching Bilingual

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    Nowadays, English has b~com~ important languag~ worldwide. On this globalization era, people over the world communicate with each other using English as primary language. English has become a compulsory subject for schools in Malaysia. Most of Malaysiar. children fae difficulties in learning foreign lar.guage especially English. In addition, current method of teaching English provide less mobility and boring. Thus, the involvement of games in teaching bilingual believes can gives positive impacts on children learning. To design and develop suitable mobile-based education game for preschool and primary school children in their bilingual learning, studies on learning theories and investigate the suitable learning theories for children that can support their learning process is made. To make the teaching of bilingual more attractive and easy to learn, the game is used. In addition, to equip the demand of children's today, this game is created in Android platform. To enhance children's bilingual learning through this technology, it is important to understand how to design the mobile game to teach bilingual. This study explores the exposure of mobile application by five to seven year olds children with the observation of teachers or parents. Through a close examination of the young children's learning process and their attitudes toward mobile games as well as their teachers' comments, this study showed that mobile tech.nology could engage children at a longer period of time in learning environment. Besides it attractiveness of using current technology, the impacts also seen through the improvement of marks obtained from the game. The findings show that most of the teachers and pwents believe that the usage of Mobile Game for Teaching Bilingual is attractive and helpful in teaching foreign language. Most of the respondents agree to the implementation of SPELL IT! Game as a learning tool. The method used throughout the development of the application are throwaway prototyping which will produced more reliable and interactive application as it requires deeper analysis and design process. The creation of this courseware is by using Eclipse Indigo as a programming tool

    Kid's Music Box: A Digital Music Organizer Designed with Children for Children

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    This thesis is an investigation of software development for children aged six to ten years old. This is a challenging area; despite the trend for children to be exposed to computer technology at an earlier age, they often struggle to utilize it effectively. Children are not merely miniature adults; they have their own needs which are often not met by traditional software. In particular, this thesis focuses on the task of music management: a task that children take much interest in but for which they are given few tools. We address this with the design of a new music management system: the Kid's Music Box. The development of Kid's Music Box is documented in four main parts: background research, requirements gathering, design and implementation, and evaluation. Background research identifies the strengths and weaknesses of conventional music organizers with respect to young users. Requirements gathering took the form of a focus group study, which aimed to overcome the distinct challenges of obtaining input from children. The design of Kid's Music Box builds on this work, by incorporating functionality, metaphors and design elements that suit the needs and capabilities of young children. Expert evaluations and formal evaluation from children users showed promising results, which concluded that Kid's Music Box is better than other organizers in terms of managing music for children

    Designing a mobile academic peer support system

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    In this paper, we discuss work in progress into the design of a mobile academic peer support system that enables 11-to-14 year old children to request and provide academic help to each other. Our proposed system was designed based on background research into the areas of peer learning, child development, help-seeking and academic motivation. Several methods, such as focus groups, interviews and Wizard of Oz, were used during the requirements gathering and initial testing stages. The proposed system is currently under development and will be tested in a study with school-pupils, over an extended period of time, in the next few months

    An experimental study to develop an engaging multimedia design model for children

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    Multimedia has enormous potential but there is still much to learn about what works and what does not work for children. The aim of this research was to develop a model for multimedia design that gives user engagement for children . . " A preliminary scoping study showed that children did realise the potential of multimedia but did not like the design of the applications given to them. A search was made for a multimedia application that fitted the 'wish lists' of the children in the scoping study in order to identify a vehicle for. these investigations. The Sims, a popular game about Life Management, where players play a major role in the management of everyday family life (providing a place to stay, managing finance, basic needs, moods and desires), fitted this description and was selected for this purpose. Five experiments were conducted with children (9 to 14 years old) varying the use of The Sims to test what really engaged them. An Engagement Scale was created as a rating scale to measure engagement at five-minute intervals. Other data to establish the degree of engagement was gathered through video recordings and interviews. The experiments obtained high levels of engagement for some conditions, for example, simulation and construct conditions. From this the factors contributing to engagement were identified. As a result a 6-component theory of engagement was formulated as 'An Engaging Multimedia Design Model for Children'. The model proposes that children need to be able to interact with the multimedia at several levels to be engaged to it. The lowest level of interaction needs to give immediate feedback as a result of the child's actions to support physical or motor skills. The higher levels of inte,r action, however, need to support mental model skills and goal achievement. In some cases goals set by the designer are effective. In others the children need to set their own goals and levels of aspirations. If the design features in the multimedia conform to these principles the multimedia application will be engaging for children

    Social Context in Usability Evaluations: Concepts, Processes and Products

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