43 research outputs found

    Revitalizing Endangered Languages: AI-powered language learning as a catalyst for language appreciation

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    According to UNESCO, there are nearly 7,000 languages spoken worldwide, of which around 3,000 languages are in danger of disappearing before the end of the century. With roughly 230 languages having already become extinct between the years 1950-2010, collectively this represents a significant loss of linguistic and cultural diversity. This position paper aims to explore the potential of AI-based language learning approaches that promote early exposure and appreciation of languages to ultimately contribute to the preservation of endangered languages, thereby addressing the urgent need to protect linguistic and cultural diversity.Comment: 3 page

    Playing for Real: Designing Alternate Reality Games in Learning Contexts

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    Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth

    Theory of Experiential Career Exploration Technology (TECET): Increasing cybersecurity career interest through playable case studies

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    There is a large demand to fill cybersecurity jobs. To alleviate this need, it is important to generate interest in cybersecurity as a career. One way to do this is through job shadowing and internships. Using design science principles, we have built and tested a playable case study (PCS) where participants can act out a virtual internship and learn relevant cybersecurity skills. We ran a study with students in introductory university courses where they played through a simulated internship at a penetration testing company called CyberMatics. In the study we showed that a PCS format helps students 1) better understand what skills and traits are needed for, 2) more firmly decide whether to pursue, and 3) increase their confidence in their ability to succeed in a career in cybersecurity. Through this study we propose the Theory of Experiential Career Exploration Technology (TECET)

    Designing Authentic Cybersecurity Learning Experiences: Lessons from the Cybermatics Playable Case Study

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    This paper reports our work on an educational simulation that we call the Playable Case Study (PCS). A PCS is characterized by a fictitious narrative integrated with real-world learning activities, helping students learn skills, knowledge, and dispositions relevant to a professional career. We describe a recent pilot test of a PCS focused on the discipline of cybersecurity, emphasizing the kinds of tensions and difficulties that can arise during the development of immersive, experiential learning experiences: a) challenges accompanying the work of interdisciplinary PCS teams, particularly maintaining technical accuracy while still developing an authentic and engaging narrative; b) reconciling the opportunities provided by the philosophy of the simulation with the need to scaffold educational experiences to support students’ capabilities; and c) integrating the PCS into the classroom environment. We also provide design recommendations, in the form of questions that others can consider if they are attempting to create similar educational experiences

    Ethics of Emerging Communication and Collaboration Technologies for Children

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    This SIG will provide child-computer interaction researchers and practitioners, as well as other interested CSCW attendees, an opportunity to discuss topics related to the ethics of emerging communication and collaboration technologies for children. The child-computer interaction community has conducted many discussions on ethical issues, including a recent SIG at CHI 2023. However, the angle of communication and collaboration has not been a focus, even though emerging technologies could affect these aspects in significant ways. Hence, there is a need to consider emerging technologies, such as extended reality, and how they may impact the way children communicate and collaborate in face-to-face, remote, and hybrid (mixed-presence) contexts. This SIG will be an opportunity to discuss methods to consider these ethical concerns, properties of emerging technologies that may affect communication and collaboration, considerations for deployment of these emerging technologies, and future scenarios to ponder

    Developing Participatory Methods to Consider the Ethics of Emerging Technologies for Children (Extended Abstract)

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    This SIG will provide child-computer interaction researchers and practitioners, as well as other interested CHI attendees, an opportunity to discuss topics related to developing participatory methods to consider the ethics of emerging technologies for children. While the community has extensively debated on ethical issues, we have not had ample discussion of methods to study the ethical implications of emerging technologies. Consequently, we have been largely reactive and have not made significant contributions to public discussions on these topics, leaving these largely to experts from other fields. Our community is well-placed to contribute unique perspectives by leveraging its expertise in participatory methods, combining expert views with those of stakeholders, including children
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