53 research outputs found

    Review on gamification in children computer interaction (CCI) for persona modelling

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    Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work

    ChildCI Framework: Analysis of Motor and Cognitive Development in Children-Computer Interaction for Age Detection

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    This article presents a comprehensive analysis of the different tests proposed in the recent ChildCI framework, proving its potential for generating a better understanding of children's neuromotor and cognitive development along time, as well as their possible application in other research areas such as e-Health and e-Learning. In particular, we propose a set of over 100 global features related to motor and cognitive aspects of the children interaction with mobile devices, some of them collected and adapted from the literature. Furthermore, we analyse the robustness and discriminative power of the proposed feature set including experimental results for the task of children age group detection based on their motor and cognitive behaviors. Two different scenarios are considered in this study: i) single-test scenario, and ii) multiple-test scenario. Results over 93% accuracy are achieved using the publicly available ChildCIdb_v1 database (over 400 children from 18 months to 8 years old), proving the high correlation of children's age with the way they interact with mobile devices.Comment: 11 pages, 2 figures, 6 table

    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

    Joint attentional frames in computer assisted teaching of reading

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    This article is to explain how computer programs can teach children to read. The children-computer interaction is analyzed as a joint attentional frame. It is argued that children interact with computer and avatars (life-like characters) in educational programs because they treat them like other people (media equation) and act like in a joint attentional frame. The article consists of four parts. The first part is an introduction showing a broad background of this research. The second part presents current views on language acquisition in cognitive linguistics framework which is a Tomasello?s socio-pragmatic theory. The third part is an analysis of some educational programs in terms of joint attentional frame with emphasis on Colorado Literacy Tutor. The last part suggests that children do treat avatars as people because they perceive them like the self, which is a consequence of being brought up in a series of joint attentional frames.This article is to explain how computer programs can teach children to read. The children-computer interaction is analyzed as a joint attentional frame. It is argued that children interact with computer and avatars (life-like characters) in educational programs because they treat them like other people (media equation) and act like in a joint attentional frame. The article consists of four parts. The first part is an introduction showing a broad background of this research. The second part presents current views on language acquisition in cognitive linguistics framework which is a Tomasello?s socio-pragmatic theory. The third part is an analysis of some educational programs in terms of joint attentional frame with emphasis on Colorado Literacy Tutor. The last part suggests that children do treat avatars as people because they perceive them like the self, which is a consequence of being brought up in a series of joint attentional frames.

    What we learn when designing with marginalised children

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    Designing with marginalised children often produces detailed insights about their lives and communities. Whilst it is possible to extract methodological and artefact-centred knowledge from existing design cases, it can be difficult to utilise and build on some of the more complex and multifaceted issues that these generate, for instance, how researcher decisions inform design outcomes. In this workshop, we invite researchers to reflect on the insights design case studies with marginalized children offer to the larger Children-Computer Interaction (CCI) community. Our goals are to reflect on what kinds of insights are generated; what we as design researchers and practitioners would have wanted to know prior to undertaking such work, and; to identify ways of communicating these insights

    Graphical Instruction For Coloring Mobile-Based Augmented Reality Applications

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    This paper describes an empirical study of effectiveness and satisfaction utility in augmented reality coloring application. Five children aged 6, 7 and 8 from several Primary School participated in usability test. This study involved applications that were used to study and observe the children interaction with augmented reality coloring application. These pre-tests were to measure the effectiveness and satisfaction on wizard Oz by conducting usability test, observation survey methods in order to assess children experience with augmented reality application. By following children computer interaction methodology the usability test appears to be helpful by providing input to design user interface and improve user experience. The result offers graphical instruction on interaction design framework for children augmented reality application. This research employed a qualitative experimental research with purpose to investigate the effects of user interface and user experience. This study had resulted animated graphical instruction in the production of coloring augmented reality application. It is a critical and comprehensive review of a range of recently published literature sources addressing various issues related to children computer interactio

    The effects of the media equation on children

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    Computers play an increasingly large part in children’s daily lives, yet most interface design research has focused on adult users. One area of research that has informed adult interface design is the Media Equation, which explains how people respond to media in a fundamentally social manner and how they treat computers as social actors in interactions. To date, it was unknown whether these findings apply to children as well. This thesis investigates the effects of the Media Equation on children in three specific areas: praise, team formation, and politeness. It also examines whether varying the form of the computer affects the Media Equation in any way and whether there are any gender differences in how children respond to the Media Equation. Little evidence was found to support the existence of Media Equation effects on children. Children responded positively regardless of whether any Media Equation elements were incorporated into the interfaces. These results raise doubts on whether there is any added value to including Media Equation principles into the design of children’s interfaces. The results do, however, shed some light on children-computer interaction and lead to a set of guidelines for designers of children’s technology

    Open issues with collaborative design in schools: what is in it for us?

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    The focus of our work is on how to design a user experience for children using digital artefacts in an educational environment. Specifically, in the paper we reported the outcomes of a longitudinal study in which teachers and children were involved within a co-design process. We illustrated some opportunities and constraints of designing for and with schools’ stakeholders. Our contribution explores one of the workshop’s challenges concerning the confirmation bias and limited decision making and how this affects children in their CD experiences in formal school contexts

    The kids calculator : what's your footprint? / Romiza Md Nor and Haleeda Azwa Abdul Hadi

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    There are various ways to reduce the amount of CO2 emission. This paper investigates the effectiveness of using a medium which is an interactive web based carbon footprint calculator for kids called oped to allow children to calculate their carbon footprint based on their daily activities that contribute to the emission of carbon dioxide (CO2) for educational purposes. CFCkids also provides information about climate change and tips to reduce carbon footprint. Evaluation on usability and content had been conducted with children aged ten to twelve years old. From the findings, it has been discovered that CFCkids can increase the knowledge of children about climate change and how they can naturalize the environment from the result of their carbon footprint calculation
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