3 research outputs found

    Investigating gaze interaction to support children’s gameplay

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    Gaze interaction has become an affordable option in the development of innovative interaction methods for user input. Gaze holds great promise as an input modality, offering increased immersion and opportunities for combined interactions (e.g., gaze and mouse, touch). However, the use of gaze as an input modality to support children’s gameplay has not been examined to unveil those opportunities. To investigate the potential of gaze interaction to support children’s gameplay, we designed and developed a game that enables children to utilize gaze interaction as an input modality. Then, we performed a between subjects research design study with 28 children using mouse as an input mechanism and 29 children using their gaze (8–14 years old). During the study, we collected children’s attitudes (via self-reported questionnaire) and actual usage behavior (using facial video, physiological data and computer logs). The results show no significant difference on children’s attitudes regarding the ease of use and enjoyment of the two conditions, as well as on the scores achieved and number of sessions played. Usage data from children’s facial video and physiological data show that sadness and stress are significantly higher in the mouse condition, while joy, surprise, physiological arousal and emotional arousal are significantly higher in the gaze condition. In addition, our findings highlight the benefits of using multimodal data to reveal children’s behavior while playing the game, by complementing self-reported measures. As well, we uncover a need for more studies to examine gaze as an input mechanism.peer-reviewe

    Finding fun:characteristics of non-formal technology education in Oulu

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    Abstract. Education is not a singular, straight line from kindergarten to a diploma anymore for everyone. It is important to know and acknowledge the different types of out-of-school learning experiences young people can embark on in the quest for mastering a trade or just to have a good time. In this exploratory study into the world of non-formal technology education in the area of Oulu, Finland two different instances of varying levels of non-formality were investigated and how participants find fun in these situations since it is apparent that if something is non-mandatory to attend to, there should be some type of enjoyment found in the process. Tiedekoulu and Koodikärpät-kerho are clubs geared towards children and teens that have interest in playing with, making and programming technology. The observations with field notes were done in five different types of programming clubs and three different robotics ones with interviews that were conducted with 10 participants (ages 8–17), 6 parents and 6 instructors from these clubs. From the previous literature the practices and qualities of non-formal education could be defined, what fun is and how it manifests in children while they attend pedagogical situations. From this framework, the results of the analysis suggest that there are three main ways children and teenagers have fun in non-formal education: fun from the tasks they are doing, social fun by sharing with other attendants and pedagogical fun with instructors. Some attributes of the observed clubs were categorized as well along the lines of formal/non-formal/informal and the practices of the clubs were explored. Besides these findings, the limitations and implications for future research were also looked at

    Joint Emotional State of Children and Perceived Collaborative Experience in Coding Activities

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    This paper employs facial features to recognize emotions during a coding activity with 50 children. Extracting group-level emotional states via facial features, allows us to understand how emotions of a group affect collaboration. To do so, we captured joint emotional state using videos and collaborative experience using questionnaires, from collaborative coding sessions. We define groups' emotional state using a method inspired from dynamic systems, utilizing a measure called cross-recurrence. We also define a collaborative emotional profile using the different measurements from facial features of children. The results show that the emotional cross recurrence (coming from the videos) is positively related with the collaborative experience (coming from the surveys). We also show that the groups with better experience than the others showcase more positive and a consistent set of emotions during the coding activity. The results inform the design of an emotion-aware collaborative support system
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