35 research outputs found

    Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

    Full text link
    Tesis por compendio[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños.[CA] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets.[EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development.Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833TESISCompendi

    Estudio de las capacidades motoras de niños en edad preescolar para la realización de gestos en superficies multi-táctiles

    Full text link
    [ES] El estilo de interacción mediante manipulación directa soportado por la tecnología multi-táctil hace de ésta una tecnología ideal para promover actividades de aprendizaje para niños desde preescolar hasta la adolescencia. Sin embargo, en las aplicaciones comerciales dirigidas a niños de preescolar encontramos que las dos operaciones de interacción más frecuentes son el toque o tap y el arrastre. Este trabajo se centra en evaluar la habilidad de los niños de preescolar (entre 2 y 3 años) para realizar gestos sobre superficies multi-táctiles además de las dos operaciones básicas de tap y arrastre. La evaluación muestra que los niños de preescolar pueden realizar de forma efectiva gestos adicionales como rotación con un dedo y escalados, empequeñecer y agrandar, con dos dedos con tasas de éxito equivalentes a los dos gestos ya utilizados independientemente de su género o edad. Adicionalmente, este trabajo identifica una serie de problemas cognitivos y de precisión que tienen impacto en el rendimiento y la viabilidad de varias de las interacciones (toque doble, toque prolongado, empequeñecer y rotación con dos dedos) y propone un conjunto de guías de diseño para mitigar estos problemas asociados y ayudar a los diseñadores de interacciones a concebir mecanismos efectivos de interacción para este exigente rango de edad[EN] The direct manipulation interaction style supported by multi-touch technology makes it an ideal mechanism to promote learning activities from pre-kindergarteners to adolescents. However, tap and drag are the only operations most frequently supported in commercial pre-kindergarten applications. This work investigates pre-kindergartener¿s (age 2-3) ability to perform gestures on multi-touch surfaces other than the already basic tap and drag operations. The evaluation finds that pre-kindergarteners can effectively perform additional gestures such as one-finger rotation and two-finger scale up and down with equivalent success rates than those observed for the basic gestures despite gender and age. Additionally, this work identifies cognitive and precision issues that may have an impact on the performance and feasibility of several types of interactions (double tap, long press, scale down and two-finger rotation) and proposes a set of design guidelines to mitigate the associated problems and help interaction designers envision effective interaction mechanisms for this challenging age range.Nácher Soler, VE. (2013). Estudio de las capacidades motoras de niños en edad preescolar para la realización de gestos en superficies multi-táctiles. http://hdl.handle.net/10251/37129Archivo delegad

    Evaluating Simultaneous Visual Instructions with Kindergarten Children on Touchscreen Devices

    Full text link
    [EN] A myriad of educational applications using tablets and multi-touch technology for kindergarten children have been developed in the last decade. However, despite the possible benefits of using visual prompts to communicate information to kindergarteners, these visual techniques have not been fully studied yet. This article therefore investigates kindergarten children¿s abilities to understand and follow several visual prompts about how to proceed and interact in a virtual 2D world. The results show that kindergarteners are able to effectively understand several visual prompts with different communication purposes despite being used simultaneously. The results also show that the use of the evaluated visual prompts to communicate data when playing reduces the number of interferences about technical nature fostering dialogues related to the learning activity guided by the instructors or caregivers. Hence, this work is a starting point for designing dialogic learning scenarios tailored to kindergarten children.This work is supported by the Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R; by VALi+d program from Conselleria d¿Educació, Cultura i Esport (Generalitat Valenciana) under the fellowship ACIF/2014/214, and by the FPU program from Spanish Ministry of Education, Culture, and Sport under the fellowship FPU14/00136Nácher, V.; García-Sanjuan, F.; Jaén Martínez, FJ. (2020). Evaluating Simultaneous Visual Instructions with Kindergarten Children on Touchscreen Devices. International Journal of Human-Computer Interaction. 36(1):41-54. https://doi.org/10.1080/10447318.2019.1597576S4154361Allen, R., & Scofield, J. (2010). Word learning from videos: more evidence from 2-year-olds. Infant and Child Development, 19(6), 649-661. doi:10.1002/icd.712Cristia, A., & Seidl, A. (2015). Parental Reports on Touch Screen Use in Early Childhood. PLOS ONE, 10(6), e0128338. doi:10.1371/journal.pone.0128338Derboven, J., De Roeck, D., & Verstraete, M. (2012). Semiotic analysis of multi-touch interface design: The MuTable case study. International Journal of Human-Computer Studies, 70(10), 714-728. doi:10.1016/j.ijhcs.2012.05.005Egloff, T. H. (2004). Edutainment. Computers in Entertainment, 2(1), 13-13. doi:10.1145/973801.973822Fernández-López, Á., Rodríguez-Fórtiz, M. J., Rodríguez-Almendros, M. L., & Martínez-Segura, M. J. (2013). Mobile learning technology based on iOS devices to support students with special education needs. Computers & Education, 61, 77-90. doi:10.1016/j.compedu.2012.09.014Furió, D., González-Gancedo, S., Juan, M.-C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23. doi:10.1016/j.compedu.2012.12.001Hanna, L., Risden, K., & Alexander, K. (1997). Guidelines for usability testing with children. Interactions, 4(5), 9-14. doi:10.1145/264044.264045Honomichl, R. D., & Chen, Z. (2012). The role of guidance in children’s discovery learning. WIREs Cognitive Science, 3(6), 615-622. doi:10.1002/wcs.1199Hourcade, J. P. (2007). Interaction Design and Children. Foundations and Trends® in Human-Computer Interaction, 1(4), 277-392. doi:10.1561/1100000006Ioannou, A., Zaphiris, P., Loizides, F., & Vasiliou, C. (2013). Let’S Talk About Technology for Peace: A Systematic Assessment of Problem-Based Group Collaboration Around an Interactive Tabletop. Interacting with Computers, 27(2), 120-132. doi:10.1093/iwc/iwt061Keenan, T., Ruffman, T., & Olson, D. R. (1994). When do children begin to understand logical inference as a source of knowledge? Cognitive Development, 9(3), 331-353. doi:10.1016/0885-2014(94)90010-8Levine, S. C., Huttenlocher, J., Taylor, A., & Langrock, A. (1999). Early sex differences in spatial skill. Developmental Psychology, 35(4), 940-949. doi:10.1037/0012-1649.35.4.940Nacher, V., Garcia-Sanjuan, F., & Jaen, J. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing, 17, 19-29. doi:10.1016/j.entcom.2016.07.001Nacher, V., Jaen, J., & Catala, A. (2016). Evaluating Multitouch Semiotics to Empower Prekindergarten Instruction with Interactive Surfaces. Interacting with Computers, 29(2), 97-116. doi:10.1093/iwc/iww007Nacher, V., Jaen, J., Navarro, E., Catala, A., & González, P. (2015). Multi-touch gestures for pre-kindergarten children. International Journal of Human-Computer Studies, 73, 37-51. doi:10.1016/j.ijhcs.2014.08.004Nacher, V., Jurdi, S., Jaen, J., & Garcia-Sanjuan, F. (2019). Exploring visual prompts for communicating directional awareness to kindergarten children. International Journal of Human-Computer Studies, 126, 14-25. doi:10.1016/j.ijhcs.2019.01.003Neumann, M. M. (2017). Parent scaffolding of young children’s use of touch screen tablets. Early Child Development and Care, 188(12), 1654-1664. doi:10.1080/03004430.2016.1278215Pecora, N., Murray, J. P., & Wartella, E. A. (Eds.). (2009). Children and Television. doi:10.4324/9781410618047Plowman, L., Stevenson, O., Stephen, C., & McPake, J. (2012). Preschool children’s learning with technology at home. Computers & Education, 59(1), 30-37. doi:10.1016/j.compedu.2011.11.014Smith, S. P., Burd, E., & Rick, J. (2012). Developing, evaluating and deploying multi-touch systems. International Journal of Human-Computer Studies, 70(10), 653-656. doi:10.1016/j.ijhcs.2012.07.002Van der Meij, H., & van der Meij, J. (2014). A comparison of paper-based and video tutorials for software learning. Computers & Education, 78, 150-159. doi:10.1016/j.compedu.2014.06.003Vatavu, R.-D., Cramariuc, G., & Schipor, D. M. (2015). Touch interaction for children aged 3 to 6 years: Experimental findings and relationship to motor skills. International Journal of Human-Computer Studies, 74, 54-76. doi:10.1016/j.ijhcs.2014.10.00

    Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children

    Full text link
    © ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM In Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces (pp. 159-162). http://doi.acm.org/10.1145/2669485.2669523Pre-kindergarten children are becoming frequent users of multi-touch technology and, according to previous studies they are able to perform several multi-touch gestures successfully. However, they do not use these devices supervised at all times. Consequently, interactive applications for pre-kindergarteners need to convey their underlying design intent and interactive principles with respect to touch interaction. In this paper, we present and evaluate two approaches to communicate three different touch gestures (tap, drag and scale up) to pre-kindergarten users. Our results show, firstly, that it is possible to effectively communicate them using visual cues and, secondly, that an animated semiotic approach is better than an iconic one.Work supported by the MINECO (grant TIN2010-20488) and GVA VALi+d program (grant APOSTD/2013/013).Nácher Soler, VE.; Jaén Martínez, FJ.; Catalá Bolós, A. (2014). Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children. ACM. https://doi.org/10.1145/2669485.2669523SBaloian, N., Pino, J. A., and Vargas, R. Tablet gestures as a motivating factor for learning. In Proc. ChileCHI'13, (2013), 98--103.Hofmeester, K., and Wolfe, J. Self-revealing gestures: teaching new touch interactions in windows 8. In ACM CHI EA '12 (2012), 815--828Kähkönen, M. and Ovaska, S. Initial observations on children and online instructions. In Proc. IDC '06, (2006), 93.Lee, R. Gestures. http://gesturecons.com/.Levine, S.C., Huttenlocher, J., Taylor, A., and Langrock, A. Early sex differences in spatial skill. Developmental Psychology, 35, (1999) 940--949.McKnight, L. and Fitton, D. Touch-screen technology for children: Giving the Right Instructions and Getting the Right Responses. In Proc. IDC '10, ACM Press (2010), 238.Niemi, H. and Ovaska, S. Designing spoken instructions with preschool children. In Proc. IDC '07, (2007), 133.Prates, R.O., de Souza, C.S., and Barbosa, S.D.J. Methods and tools: a method for evaluating the communicability of user interfaces. Interactions 7, 1 (2000), 31--38.Rideout, V. Zero to Eight: Children's Media Use in America. Common Sense Media, 2011.Walter, R., Bailly, G. and Müller, J. StrikeAPose: Revealing Mid-Air Gestures on Public Displays. In Proc. ACM CHI'13 (2013), 841--850

    Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study

    Full text link
    [EN] The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d'Educacio, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and Sport.García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2017). Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study. Pervasive and Mobile Computing. 34:91-105. doi:10.1016/j.pmcj.2016.08.007S911053

    Examining the Usability of Touch Screen Gestures for Children With Down Syndrome

    Full text link
    [EN] The use of multi-touch devices for all types of users (from children to the elderly) has grown considerably in the recent years. However, despite the huge interest in this technology there is a lack of research addressing usability studies on children with Down's Syndrome. This article evaluates the abilities of these children (aged from 5 to 10 years) when performing a basic set of multi-touch gestures (tap, double tap, long press, drag, scale up and down, rotation) in tablet devices. The results show that regardless of their more limited motor skills, DS children are able to perform most of the evaluated multi-touch gestures with success rates close to 100% and that this technology could be fully exploited for developing applications targeted specifically at this type of user.Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work was also supported by a pre-doctoral fellowship within the Formacion de Profesorado Universitario (FPU) program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and by a pre-doctoral scholarship given by the SENESCYT (Secretaria Nacional de Educacion Superior, Ciencia y Tecnologia e Innovacion) of the government of Ecuador (No. 381-2012) to Doris Caliz.Nácher-Soler, VE.; Cáliz, D.; Jaén Martínez, FJ.; Martínez, L. (2018). Examining the Usability of Touch Screen Gestures for Children With Down Syndrome. Interacting with Computers. 30(3):258-272. https://doi.org/10.1093/iwc/iwy011S25827230

    Exploring visual prompts for communicating directional awareness to kindergarten children

    Full text link
    [EN] Although a myriad of educational applications using tablets and multi-touch technology for kindergarten children have been developed in the last decade, most of these applications do not fully exploit multi-touch technology since the game world used is limited to the screen only. Considering a larger digital space in tablet-based educational scenarios would be beneficial since it would enable the design of engaging activities driven by curiosity, exploration, discovery and decisions on where the next action is situated in the digital virtual space by directional awareness. This paper therefore investigates kindergarten children's abilities to use a virtual world beyond the screen and evaluates three different types of visual prompts for communicating directional awareness. The results obtained show, firstly, that these specific users are able to use the space beyond the screen boundaries and that the evaluated prompts can effectively communicate information to kindergarten children. The paper also makes a set of recommendations to help designers choose the appropriate type of prompt for their application requirements.This work received financial support from Spanish Ministry of Economy and Competitiveness and was funded by the European Development Regional Fund (EDRF-FEDER) in the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a pre-doctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.Nácher-Soler, VE.; Jurdi, S.; Jaén Martínez, FJ.; García Sanjuan, F. (2019). Exploring visual prompts for communicating directional awareness to kindergarten children. International Journal of Human-Computer Studies. 126:14-25. https://doi.org/10.1016/j.ijhcs.2019.01.003S142512

    Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

    Full text link
    [EN] Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build affordable, scalable, and improvised collaborative gamifled activities by creating a multi-tablet environment. In this paper we present Quizbot, a collaborative gamifled quiz application to practice different subjects, which can be defined by educators beforehand. Two versions of the system are implemented: a tactile for tablets laid on a table, in which all the elements are digital; and a tangible in which the tablets are scattered on the floor and the components are both digital and physical objects. Both versions of Quizbot are evaluated and compared in a study with eighty primary-schooled children in terms of user experience and quality of collaboration supported. Results indicate that both versions of Quizbot are essentially equally fun and easy to use, and can effectively support collaboration, with the tangible version outperforming the other one with respect to make the children reach consensus after a discussion, split and parallelize work, and treat each other with more respect, but also presenting a poorer time management.We would like to thank Universitat Politecnica de Valencia's Summer School for their collaboration during the development of this study, as well as Colegio Internacional Ausias March for their support in the development of educational content.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and SportGarcía Sanjuan, F.; El Jurdi, S.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Computers & Education. 123:65-84. https://doi.org/10.1016/j.compedu.2018.04.011S658412

    Design and Evaluation of a Tangible-Mediated Robot for Kindergarten Instruction

    Full text link
    © ACM 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACE '15 Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology. http://dx.doi.org/10.1145/2832932.2832952Entertainment technology increases children’s engagement in educational activities designed to develop abilities ranging from collaborative problem-solving and cognitive attention to self-esteem. However, little research has been done on designing educational and entertaining interactive technology for kindergarten children (up to 5 years old). Furthermore, most of the work in this area has considered traditional input devices such as the mouse and keyboard, which are not suitable for these very young children. More recently, other more intuitive means of interaction (touch and tangible interfaces) and advanced educational artifacts such as robots have emerged. In this work we therefore present a joint collaboration between technologists and kindergarten instructors to design and evaluate a technological platform using a mobile robot for kindergarten instruction, as well as an intuitive and user-friendly tangible user interface. The results obtained suggest the platform is not only usable by kindergarten children, but it also allows them to be fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In addition, the instructors reported that the system was well accepted and praised its versatility in use as a supporting tool for their everyday classroom activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by Spanish Ministry of Economy and Competitiveness with Project TIN2014-60077-R, and from Universitat Politècnica de València under Project UPV-FE-2014-24. It is also supported by fellowship ACIF/2014/214within the VALi+d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture and Sport.García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE.; Catalá Bolós, A. (2015). Design and Evaluation of a Tangible-Mediated Robot for Kindergarten Instruction. ACM. https://doi.org/10.1145/2832932.2832952SDiana Africano, Sara Berg, Kent Lindbergh, Peter Lundholm, Fredrik Nilbrink, and Anna Persson. 2004. Designing Tangible Interfaces for Children's Collaboration.CHI '04 Extended Abstracts on Human Factors in Computing Systems, ACM, 853--868. http://doi.org/10.1145/985921.985945Alissa N. Antle. 2013. Exploring how children use their hands to think: an embodied interactional analysis.Behaviour & Information Technology32, 9, 938--954. http://doi.org/10.1080/0144929X.2011.630415Jennifer Connolly, Anna Beth Doyle, and Flavia Ceschin. 1983. Forms and Functions of Social Fantasy Play in Preschoolers in M. B. InSocial and Cognitive Skills: Sex Roles and Children's Play. Academic Press, New York, 71--92.Amnon Dekel, Galit Yavne, Ela Ben-Tov, and Yulia Roschak. 2007. The spelling bee.Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACM, 212--215. http://doi.org/10.1145/1255047.1255092Janet A. DiPietro. 1981. Rough and tumble play: A function of gender.Developmental Psychology 17, 50--58. http://doi.org/10.1037/0012-1649.17.1.50Allison Druin. 2002. The role of children in the design of new technology.Behaviour & Information Technology21, 1, 1--25. http://doi.org/10.1080/01449290110108659Madhumita Ghosh and Fumihide Tanaka. 2011. The impact of different competence levels of care-receiving robot on children.IEEE International Conference on Intelligent Robots and Systems, IEEE, 2409--2415. http://doi.org/10.1109/IROS.2011.6048743Juan Pablo Hourcade, Michael Crowther, and Lisa Hunt. 2007. Does mouse size affect study and evaluation results?: a study comparing preschool children's performance with small and regular-sized mice.Proceedings of the 6th International Conference on Interaction Design and Children, ACM, 109--116. http://doi.org/10.1145/1297277.1297300Juan Pablo Hourcade. 2007. Interaction Design and Children.Foundations and Trends in Human--Computer Interaction1, 4, 277--392. http://doi.org/10.1561/1100000006C. Lorelle Lentz, Kay Kyeong-Ju Seo, and Bridget Gruner. 2014. Revisiting the Early Use of Technology: A Critical Shift from "How Young is Too Young?" to "How Much is 'Just Right'?"Dimensions of Early Childhood42, 1, 15--23.Janet Lever. 1976. Sex Differences in the Games Children Play.Social Problems23, 4, pp. 478--487.Janet Lever. 1978. Sex Differences in the Complexity of Children's Play and Games.American Sociological Review43, 4, pp. 471--483.Susan C. Levine, Janellen Huttenlocher, Amy Taylor, and Adela Langrock. 1999. Early sex differences in spatial skill.Developmental Psychology35, 4, 940--949. http://doi.org/10.1037/0012-1649.35.4.940Liang-Yi Li, Chih-Wei Chang, and Gwo-Dong Chen. 2009. Researches on using robots in education.Proceedings of the 4th International Conference on E-Learning and Games, Springer Berlin Heidelberg, 479--482. http://doi.org/10.1007/978-3-642-03364-3_57Min Liu. 1996. An exploratory study of how pre-kindergarten children use the interactive multimedia technology: implications for multimedia software design.Journal of Computing in Childhood Education7, 1--2, 71--92.Javier Marco, Eva Cerezo, and Sandra Baldassarri. 2013. Bringing tabletop technology to all: Evaluating a tangible farm game with kindergarten and special needs children.Personal and Ubiquitous Computing17, 8, 1577--1591. http://doi.org/10.1007/s00779-012-0522-5Vicente Nacher, Fernando Garcia-Sanjuan, and Javier Jaen. 2015. Game Technologies for Kindergarten Instruction: Experiences and Future Challenges.Proceedings of the 2nd Congreso de la Sociedad Española para las Ciencias del Videojuego, 58--67.Vicente Nacher, Javier Jaen, and Alejandro Catala. 2014. Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children.Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces, ACM, 159--162. http://doi.org/10.1145/2669485.2669523Vicente Nacher, Javier Jaen, Elena Navarro, Alejandro Catala, and Pascual González. 2015. Multi-touch gestures for pre-kindergarten children.International Journal of Human-Computer Studies73, 37--51. http://doi.org/10.1016/j.ijhcs.2014.08.004Jeanne Nakamura and Mihaly Csikszentmihalyi. 2008. Flow Theory and Research. InHandbook of Positive Psychology. 195--206. http://doi.org/10.1093/oxfordhb/9780195187243.013.0018Junichi Osada, Shinichi Ohnaka, and Miki Sato. 2006. The scenario and design process of childcare robot, PaPeRo.Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACM. http://doi.org/10.1145/1178823.1178917Mildred B. Parten. 1932. Social participation among pre-school children.Journal of Abnormal and Social Psychology27, 3, 243--269. http://doi.org/10.1037/h0074524Kimberly K. Powlishta, Maya G. Sen, Lisa A. Serbin, Diane Poulin-Dubois, and Julie A. Eichstedt. 2001. From infancy through middle childhood: The role of cognitive and social factors in becoming gendered. InHandbook of the psychology of women and gender, Rhoda K. Unger (ed.). John Wiley & Sons Inc., Hoboken, NJ, USA, 116--132.Kenneth H Rubin, Terrence L Maioni, and Margaret Hornung. 1976. Free play behaviors in middle- and lower-class preschoolers: Parten and Piaget Revisited.Child Development47, 2, 414--419. http://doi.org/10.2307/1128796Kenneth H. Rubin. 1977. Play Behaviors of Young Children.Young children32, 6, 16--24.Anne B. Smith and Patricia M. Inder. 1993. Social Interaction in Same and Cross Gender Preschool Peer Groups: a participant observation study.Educational Psychology 13, 29--42. http://doi.org/10.1080/0144341930130104Iris Soute and Henk Nijmeijer. 2014. An Owl in the Classroom: Development of an Interactive Storytelling Application for Preschoolers.Proceedings of the 2014 Conference on Interaction Design and Children, ACM, 261--264. http://doi.org/10.1145/2593968.2610467Amanda Strawhacker and Marina Umaschi Bers. 2014. "I want my robot to look for food": Comparing Kindergartner's programming comprehension using tangible, graphic, and hybrid user interfaces.International Journal of Technology and Design Education. http://doi.org/10.1007/s10798-014-9287-7Toshimitsu Takahashi, Masahiko Morita, and Fumihide Tanaka. 2012. Evaluation of a tricycle-style teleoperational interface for children: A comparative experiment with a video game controller.Proceedings of the 21st IEEE International Symposium on Robot and Human Interactive Communication, IEEE, 334--338. http://doi.org/10.1109/ROMAN.2012.6343775Fumihide Tanaka, Bret Fortenberry, Kazuki Aisaka, and Javier R. Movellan. 2005. Plans for Developing Real-time Dance Interaction between QRIO and Toddlers in a Classroom Environment.Procceedings on the 4th International Conference on Development and Learning, IEEE, 142--147. http://doi.org/10.1109/DEVLRN.2005.1490963Fumihide Tanaka and Shizuko Matsuzoe. 2012. Learning Verbs by Teaching a Care-Receiving Robot by Children: An Experimental Report.Proceedings of the 7th Annual ACM/IEEE International Conference on Human-Robot Interaction, ACM, 253--254. http://doi.org/10.1145/2157689.2157781Fumihide Tanaka and Toshimitsu Takahashi. 2012. A tricycle-style teleoperational interface that remotely controls a robot for classroom children.Proceedings of the 7th Annual ACM/IEEE International Conference on Human-Robot Interaction, 255--256. http://doi.org/10.1145/2157689.2157782Barrie Thorne. 1993.Gender Play: Boys and Girls in School. Rutgers University Press.Chau Kien Tsong, Toh Seong Chong, and Zarina Samsudin. 2012. Tangible multimedia: A case study for bringing tangibility into multimedia learning.Procedia - Social and Behavioral Sciences64, 382--391. http://doi.org/10.1016/j.sbspro.2012.11.045Jie Chi Yang and Sherry Y. Chen. 2010. Effects of gender differences and spatial abilities within a digital pentominoes game.Computers & Education 55, 1220--1233. http://doi.org/10.1016/j.compedu.2010.05.019Nicola J. Yelland. 1994. The strategies and interactions of young children in LOGO tasks.Journal of Computer Assisted Learning10, 1, 33--49. http://doi.org/10.1111/j.1365-2729.1994.tb00280.xEvridiki Zachopoulou, Efthimios Trevlas, and Georgia Tsikriki. 2004. Perceptions of gender differences in playful behaviour among kindergarten children.European Early Childhood Education Research Journal12, 1, 43--53. http://doi.org/10.1080/1350293048520930

    Improving Pre-Kindergarten Touch Performance

    Full text link
    © ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM In Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces (pp. 163-166). http://doi.acm.org/10.1145/2669485.2669498Multi-touch technology provides users with a more intuitive way of interaction. However, pre-kindergarten children, a growing group of potential users, have problems with some basic gestures according to previous studies. This is particularly the case of the double tap and long pressed gestures, which have some issues related to spurious entry events and time-constrained interactions, respectively. In this paper, we empirically test specific strategies to deal with these issues by evaluating off-the-shelf implementations of these gestures against alternative implementations that follow these guidelines. The study shows that the implementation of these design guidelines has a positive effect on success rates of these two gestures, being feasible their inclusion in future multi-touch applications targeted at pre-kindergarten children.This work received financial support from the Spanish Ministry of Education under the National Strategic Program of Research and Projects TIN2010-20488 (CREATEWORLD) and TIN2012-34003 (insPIre). This work is also supported by a postdoctoral fellowship within the VALi+d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana) to A. Catalá (APOSTD/2013/013).Nácher Soler, VE.; Jaén Martínez, FJ.; Catalá Bolós, A.; Navarro, E.; González, P. (2014). Improving Pre-Kindergarten Touch Performance. ACM. https://doi.org/10.1145/2669485.2669498SCouse, L.J. and Chen, D.W. A Tablet Computer for Young Children? Exploring Its Viability for Early Childhood Education. Journal of Research on Technology in Education 43, 1 (2010), 75--98.Harris, A., Rick, J., Bonnett, V., et al. Around the table: are multiple-touch surfaces better than single-touch for children's collaborative interactions? In Proc. CSCL'09, 335--344.Hoggan, E., Nacenta, M., Kristensson, P.O., Williamson, J., Oulasvirta, A., and Lehtiö, A. MultiTouch Pinch Gestures: Performance and Ergonomics. In Proc. ITS'13, 219--222.Hoggan, E., Williamson, J., Oulasvirta, A., Nacenta, M., Kristensson, P.O., and Lehtiö, A. Multi-Touch Rotation Gestures: Performance and Ergonomics. In Proc. CHI'13, 3--6.Nacenta, M.A., Baudisch, P., Benko, H., and Wilson, A. Separability of Spatial Manipulations in Multi-touch Interfaces. In Proc. GI'09, 175--182.Nacher, V., Jaen, J., Navarro, E., Catala, A., and González, P. Multi-touch gestures for pre-kindergarten children. International Journal of Human-Computer Studies. Available online http://dx.doi.org/10.1016/j.ijhcs.2014.08.004Rideout, V. Zero to Eight: Children's Media Use in America. Common Sense Media, 2011.Smith, S.P., Burd, E., and Rick, J. Developing, evaluating and deploying multi-touch systems. International Journal of Human-Computer Studies 70, 10 (2012), 653--656.Terra, D., Brinkman, W.P., and Heynderickx, I. Ease-ofUse and Enjoyment of Traditional vs. Stylus Input for Children in a Brazilian Primary School. LatinDisplay, (2009), 151--155
    corecore