2,752 research outputs found

    Robot dogs, interaction and ludic literacy: Exploring smart toy engagements in transgenerational play

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    This article highlights a study focusing on playful human-robotics interaction with an interest in robot dogs, technologically enhanced play, and ludic literacy. In order to find out how players of different ages react to, approach and employ a robot dog (called Golden Pup) in play, we designed an experimental study with 6–7-year-old preschool children and 80+-year-old seniors. We conducted the study with preschoolers and seniors, who during a playtest session interacted with a toy robot, namely a smart toy dog resembling a golden retriever puppy. Our aim was to find out how the toy robot invites playful interaction with it, facilitates social engagement between generations of players, and opens up conversations around social robotics and adaptive learning on toy-based technologies between players of different ages. Our findings suggest the role and importance of play in media education and show how robotic toys can be used to enhance ludic literacy when shared as a part of the transgenerational play. Keywords: human-computer interaction; ludic literacy; robotics; toy-based learning; transgenerational play

    Engager les personnes ùgées dans les équipes intergénérationnels et processus de design participatif: une revue systématique de la recherche actuelle

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    This paper presents the results of a systematic review of the literature (SRL) in the field of Participatory Design (PD), undertaken under the scope of LOCUS – Playful Connected Rural Territories. The project employs an ethnographically, participatory and agile approach to the process of co-designing, developing and evaluating an IoT system to support playful intergenerational engagement in exploring cultural heritage of Portuguese rural territories, by engaging inhabitants, stakeholders and visitors. The SRL aimed to understand how older adults have been integrated and engaged into technology PD teams and processes. This paper focus on the most used methodological approaches and participation methods, along with the challenges in integrating older adults and the strategies to overcome them, which are discussed in the light of project aims. / Cet article prĂ©sente les rĂ©sultats d'une revue systĂ©matique de la littĂ©rature dans le domaine du design participatif, effectuĂ©e dans le cadre du Projet LOCUS - Territoires ruraux connectĂ©s et ludiques. Le projet utilise une approche ethnographique, participative et agile du processus de co-design, dĂ©veloppement et Ă©valuation d'un systĂšme d’Internet des objets pour soutenir un engagement intergĂ©nĂ©rationnel ludique dans l'exploration du patrimoine culturel des territoires ruraux portugais, en impliquant les habitants, les parties prenantes et les visiteurs. La revue systĂ©matique de la littĂ©rature vise Ă  comprendre comment les personnes ĂągĂ©es ont Ă©tĂ© intĂ©grĂ©es et engagĂ©es dans des Ă©quipes et des processus de design participatif des technologiques. Cet article se concentre sur les approches mĂ©thodologiques et les mĂ©thodes de participation les plus utilisĂ©es, ainsi que sur les dĂ©fis de l'intĂ©gration des personnes ĂągĂ©es et les stratĂ©gies pour les surmonter, qui sont discutĂ©s Ă  la lumiĂšre des objectifs du projet

    From Gatekeeping to Engagement: A Multicontextual, Mixed Method Study of Student Academic Engagement in Introductory STEM Courses.

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    The lack of academic engagement in introductory science courses is considered by some to be a primary reason why students switch out of science majors. This study employed a sequential, explanatory mixed methods approach to provide a richer understanding of the relationship between student engagement and introductory science instruction. Quantitative survey data were drawn from 2,873 students within 73 introductory science, technology, engineering, and mathematics (STEM) courses across 15 colleges and universities, and qualitative data were collected from 41 student focus groups at eight of these institutions. The findings indicate that students tended to be more engaged in courses where the instructor consistently signaled an openness to student questions and recognizes her/his role in helping students succeed. Likewise, students who reported feeling comfortable asking questions in class, seeking out tutoring, attending supplemental instruction sessions, and collaborating with other students in the course were also more likely to be engaged. Instructional implications for improving students' levels of academic engagement are discussed

    Suffolk University Honors Program Newsletter, Issue 2, Winter 2017

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    https://dc.suffolk.edu/torch/1006/thumbnail.jp

    Spartan Daily May 15, 2012

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    Volume 138, Issue 55https://scholarworks.sjsu.edu/spartandaily/1054/thumbnail.jp

    Recovery From Design

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    Through research, inquiry, and an evaluation of Recovery By Design, a ‘design therapy’ program that serves people with mental illness, substance use disorders, and developmental disabilities, it is my assertion that the practice of design has therapeutic potential and can aid in the process of recovery. To the novice, the practices of conception, shaping form, and praxis have empowering benefit especially when guided by Conditional and Transformation Design methods together with an emphasis on materiality and vernacular form

    Pedagogy at Play: Gamification and Gameful Design in the 21st-Century Writing Classroom

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    The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival cultural studies approach, this study amplifies the voices of actual writing teachers while examining the theoretical implications and possibilities of the language surrounding gamification and gameful design. In particular, this project reflects on the ways in which the “gamification” trend affects the methods used by writing teachers, and also how the language used to discuss those methods reflects on a particular set of anxieties present in (but not necessarily unique to) this cultural moment. By investigating the relationship between language and thought in this instance, this project offers insight into the attitudes and moments that have yielded such a strong preoccupation with gamification over the past decade. Attention to such details will, subsequently, provide new ways of considering what it means to use games in these spaces

    Spartan Daily, September 10, 1993

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    Volume 101, Issue 9https://scholarworks.sjsu.edu/spartandaily/8437/thumbnail.jp
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