4,357 research outputs found

    SmallTalk: Using tangible interactions to gather feedback from children

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    Gathering opinions from young children is challenging and different methods have been explored. In this paper we investigated how tangible devices can be used to gather feedback from children in the context of a theater performance. We introduce SmallTalk, a tangible survey system designed for use within a theater space to capture what children, aged 4 to 9, thought of a live performance they had just seen. We describe how the system was designed to build on previous feedback methods that had been tried; while at the same time meeting the constraints of the challenging theater context. We present results from seven deployments of SmallTalk and based on these we briefly discuss its value as a method for evaluating the theater performance. We then look at how the results validated the system design and present several design implications that more generally relate to tangible feedback systems for children

    Measuring children's search behaviour on a large scale

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    Children often experience problems during information-seeking using traditional search interfaces and search technologies, that are designed for adults. This is because children engage with the world in fundamentally different ways than adults. To design search technologies that support children in effective and enjoyable information-seeking, more research is needed to examine childrenā€™s specific skills and needs concerning information-seeking. Therefore, we developed an application that can monitor childrenā€™s search behaviour on a large scale. In this paper, we present the steps taken to develop this application. The basis of the application is UsaProxy, an existing system that is used to monitor the userā€™s usage of websites. We have increased the accuracy of UsaProxy and have developed an application that is able to extract useful information from UsaProxyā€™s log files

    Continuance use intention of primary school learners towards mobile mathematical applications

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    Conference ProccedingMobile educational applications include some of the most useful learning tools that have ever been developed. Games for learning are most effective when multiple sessions are involved, in other words, when users replay the games. Previous research on the use of educational games in mathematics education have focused primarily on the learning potential of these games and have not adequately addressed the continuance use intention, or the replay value, of these games. This is a serious gap in literature due to the fact that mobile mathematical applications will only be able to assist primary school learners to improve their math skills if they continue to use these apps on a regular basis. The purpose of this paper is to address this gap by investigating the continuance use intention of primary school learners towards mobile educational mathematical applications. This study adopted the Flow Theory, GameFlow and EGameFlow model, Game Based Learning model and the Technology Acceptance Model adapted to mobile gaming as theoretical base. A mixed method research methodology was employed where qualitative and quantitative data was gathered through surveys, individual observations and focus groups. Twenty-six children, aged 10 to 13, from selected schools in one of South Africa's provinces, participated in the study. The results indicate that the fun, fantasy, immersion and sensation constructs were the most influential in terms of the continuance use intention. The findings of this study could be used by educators and designers of educational mathematical applications in the evaluation of the re-use potential of these applications

    A Method Impact Assessment Framework for User Experience Evaluations with Children

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    Based upon a review of the literature, this paper presents a Method Impact Assessment Framework. Theoretically synthesized, the framework offers five dimensions: (1) the role of the child, (2) the user experience construct, (3) system, (4) epistemological perspective, (5) Practical and Ethical Concerns. Although other dimensions could have been construed, these were judged to be the most pertinent to understanding evaluation methods with children. The framework thus provides a critical lens in which evaluation methods can be assessed by the Children Computer Interaction (CCI) Community to inform method selection

    Kurio: A museum guide for families

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    We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning
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