7,138 research outputs found

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide

    Games and bereavement: how video games represent attachment, loss, and grief

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    How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue

    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

    Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

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    Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. The thesis is interdisciplinary, combining design research, situated cognition/embodied interaction, and pedagogy. The empirical material comes from a design project conducted in collaboration with the Rook, a multicultural school with an integrated leisure-time center. The participating children were 7-9 years old. The games studied were card and board games, especially combinatorial mathematics games (Set and Nim). The situated and embodied approach towards design is reflected in the analysis, which approaches visual artifacts as parts of multimodal communicative scenes with many co-present participants engaged in playing games or solving problems. It is shown that children learn the game through observation and participation, either as players or in non-playing roles. For many games, rules are written in a format that is inaccessible to children. One of the design tasks in the project has been to develop secondary artifacts related to games: graphic guides, conceptual maps, and paper-based exercises that can be used by children without adult support. The premise of the learners’ right to choose has many consequences for the design of learning activities. One is that motivation changes from being a property of the learner to a property of the activity. In order to highlight this difference, this thesis proposes the notions of learnability and learnworthiness to describe those aspects of an activity and its context which make it motivating from the learner’s perspective. The thesis concludes with a discussion of how design can increase the learnability and learnworthiness of a learning activity. Watching the activity being practiced is the most important resource for potential participants to determine its learnability and learnworthiness. The qualities determining the learnworthiness of an activity are reciprocity, mastery, and the potential for closure. Watching a peer successfully solving a task increases the learnability for the observers as well. If problem-solvers think aloud and use their hands to move or point at cards, collaboration and learning by observers is facilitated. Providing games with non-competitive side activities creates opportunities for deliberate practice, and offers a safe entry for children who are reluctant to engage as players

    Non-Instrumental Movement Inhibition (NIMI) differentially suppresses head and thigh movements during screenic engagement: dependence on interaction

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    BACKGROUND: Estimating engagement levels from postural micromovements has been summarized by some researchers as: increased proximity to the screen is a marker for engagement, while increased postural movement is a signal for disengagement or negative affect. However, these findings are inconclusive: the movement hypothesis challenges other findings of dyadic interaction in humans, and experiments on the positional hypothesis diverge from it. HYPOTHESES: (1) Under controlled conditions, adding a relevant visual stimulus to an auditory stimulus will preferentially result in Non-Instrumental Movement Inhibition (NIMI) of the head. (2) When instrumental movements are eliminated and computer-interaction rate is held constant, for two identically-structured stimuli, cognitive engagement (i.e., interest) will result in measurable NIMI of the body generally. METHODS: Twenty-seven healthy participants were seated in front of a computer monitor and speakers. Discrete 3-min stimuli were presented with interactions mediated via a handheld trackball without any keyboard, to minimize instrumental movements of the participant's body. Music videos and audio-only music were used to test hypothesis (1). Time-sensitive, highly interactive stimuli were used to test hypothesis (2). Subjective responses were assessed via visual analog scales. The computer users' movements were quantified using video motion tracking from the lateral aspect. Repeated measures ANOVAs with Tukey post hoc comparisons were performed. RESULTS: For two equivalently-engaging music videos, eliminating the visual content elicited significantly increased non-instrumental movements of the head (while also decreasing subjective engagement); a highly engaging user-selected piece of favorite music led to further increased non-instrumental movement. For two comparable reading tasks, the more engaging reading significantly inhibited (42%) movement of the head and thigh; however, when a highly engaging video game was compared to the boring reading, even though the reading task and the game had similar levels of interaction (trackball clicks), only thigh movement was significantly inhibited, not head movement. CONCLUSIONS: NIMI can be elicited by adding a relevant visual accompaniment to an audio-only stimulus or by making a stimulus cognitively engaging. However, these results presume that all other factors are held constant, because total movement rates can be affected by cognitive engagement, instrumental movements, visual requirements, and the time-sensitivity of the stimulus

    It\u27s all fun and—: a rhetorical analysis of space in the pandemic.

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    This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” objects that require a close proximity for participation. They also function as micro-systems in which players agree to an arbitrary set of rules that they did not themselves construct. Lewis expands these ideas into what it means to “gamify” space

    The association of early touchscreen media use with the development of visual attention and executive function

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    Attention plays a pivotal role in information processing by filtering the potential information available based on individual goals, states, and past experiences. Early attention control is thought to underpin and support executive functions (EFs), which in turn are predictive of later behavioural outcomes. The development of attention and EF is partly subject to environmental influences, such as the use of digital media. There is a rapid increase in accessibility and usability of mobile touchscreen devices (i.e. smartphones and tablets) in the family environment, but rigorous scientific research investigating the impact on the developing mind lags behind the widespread usage. To address this, children with different levels of touchscreen use were followed longitudinally at 12 months, 18 months, and 3.5 years, and tested on attention control (bottom-up, and top-down), and EF (updating, shifting, and inhibiting). Children with high touchscreen use were faster on single (i.e. pop-out) visual search, with the amount of concurrent use associated with the speed of bottom-up attention in a linear manner. This saliency bias was repeatedly found on saccadic control tasks, where steady longitudinal high use was associated with a quickening of attention to peripheral salient onsets with a resulting detriment to top-down performance, i.e. disengagement and inhibition of attention. Finally, top-down difficulties were also seen in EF tasks in high users at 3.5 years, particularly in processes of updating and shifting between abstract mental sets. These results point to an influence of touchscreens use on the emerging attention and EF systems, in a way that experience of salient and contingent digital content elicits automatic biases to bottom-up processing, and displaces competency of top-down control and/or increases reliance on stimulus-response pairings. Future studies are needed to demonstrate causality, and to understand long-term trajectories and the interplay between bottom-up and top-down processes over time
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