Exploring an approach based on digital games for teaching programming concepts to young children
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Tancicleide Carina Simões Gomes, Taciana Pontual Falcão, Patrícia Cabral de Azevedo Restelli TedescoAbstractThe inclusion of programming topics in the initial grades of school gives rise to debates about the best ways to teach these contents. Programmable toys, activities with physical materials and various games are some of the resources available. Amongst those, digital games possess important elements for learning programming, such as incremental challenges, personalised immediate feedback, and visualisation of...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

A review on complementary natures of tangible user interfaces (TUIs) and early spatial learning
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): G.E. Baykal, I. Veryeri Alaca, A.E. Yantaç, T. GöksunAbstractSpatial skills are essential for everyday tasks, and technology blends seamlessly into children’s everyday environment. Since spatiality as a term is ubiquitous in experience this paper bridges literature in two fields: theories on early spatial learning in cognitive development and potential benefits of tangible user interfaces (TUIs) for supporting very young children’s spatial skills. Studies suggest that the period between 2 and 4 years of age is ...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Beaumie Kim, Wing HoAbstractThis paper discusses our investigation of the role of humour and laughter when students interacted with DinoPlates in the classrooms of an all-boys secondary school in Singapore. DinoPlates simulates and lets learners control Earth’s geological processes and search for dinosaur fossils to support playful learning of Earth science concepts. We contend that the learners transformed classroom social practices during gameplay, which exhibited their playful engagement by shaping their own act...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Editorial Board
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): (Source: International Journal of Child Computer Interaction)
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Supporting scientific modeling through curriculum-based making in elementary school science classes
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Sharon Lynn Chu, Elizabeth Deuermeyer, Francis QuekAbstractOur work investigates how Making may be used in the context of scientific modeling in formal elementary school science classes. This paper presents an investigation of fourth- and fifth-grade students engaging in Making activities to create simulation, concept-process, and illustrative models in the science classroom. Based on video analyses of the Making-based class sessions, a generalized process model was developed for each type of science model. In additi...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Makerspace in school—Considerations from a large-scale national testbed
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Eva Eriksson, Carl Heath, Peter Ljungstrand, Peter ParnesAbstractDigital fabrication and making has received a growing interest in formal and informal learning environments. However, many of these initiatives often start from a grassroots perspective, with little coordination on a national level. This paper illustrates and discusses a study from an ongoing large-scale national testbed in Sweden named Makerspace in schools (Makerskola). The project embodies a series of considerations that arise when a maker approach i...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Future designers: Introducing creativity, design thinking & design to children
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Dimitris Grammenos, Margherita AntonaAbstract‘Future Designers’ is an interactive and participative crash course that aims to introduce to children the concepts and practice of creativity, design, and design thinking. The course targets multiple learning styles and intelligences, combining various learning approaches and tools, including lecturing (using a variety of media such as images, videos and music), creative question & answer, constructive – personal and collaborative – hands-on activities, play, humo...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Problem-based science, a constructionist approach to science literacy in middle school
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Christa FloresAbstractThis paper describes a four-year observation using a model designed and tested in a middle school maker space, called problem-based science (PbS). PbS was used as the primary model for a middle school science curriculum adapted by the tools and mindsets of the maker movement. PbS is learning through inventing and problem solving — while using the latest in fabrication technology, like 3D printers and laser cutters, as well as more traditional making skills, like electronics, robotics, sewing a...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Prototyping a designerly learning through authentic making activities in elementary classrooms
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Pauline Gourlet, Françoise DecortisAbstractDuring six months in a French elementary classroom with pupils aged 6–7 years old, we have looked for ways to progressively transform an instructional classroom environment. Our aim was to develop a sustainable designerly learning through authentic making activities. In this article, we describe the history of this attempt along with our motivations, with an instrumental approach, i.e., through a description of the activities mediated by the artifacts we have prototyped w...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Playing Beowulf: Bridging computational thinking, arts and literature through game-making
We present a specific case – a game produced by two 14 years-old boys – within Playing Beowulf, a collaboration with the British library’s Young Researchers programme, in which students aged 13–14 from an inner-London (UK) school have developed games based on their own readings of the Anglo-Saxon poem Beowulf during an after-school club. The game was produced using MissionMaker, a software (currently under development at UCL Knowledge Lab) that allows users to create and code their own first-person 3D games in a simple way, using pre-made 3D assets, such as rooms, props, characters and weapons and a simplified prog...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Rethinking children’s roles in Participatory Design: The child as a process designer
We report on a case study in which we co-designed workshops together with 60 children aged 6–10 and 8 youth workers. The case study – called ‘Making Things’ – relied on a combination of methods, including participant observations, interviews, sensitising packages and participatory mapping. The reflection on the case study shows how our play perspective provided us with a way of making sense of children’s interactions with each other, adults, objects and their context. Our reflections further point to the emergence of the role of the child as a ‘process designer’. This role entails the collaboration with ch...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Savouring our mistakes: Learning from the FitQuest project
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Judy Robertson, Andrew Macvean, Samantha Fawkner, Graham Baker, Ruth G. JepsonAbstractAlthough serious games for children can potentially have important social, educational and health benefits, the research process from initial game design to a robust evaluation is lengthy and complex. This paper describes the design and evaluation process of an exergame for children. It reports on the inconclusive results of a cluster randomised controlled trial (RCT) conducted among children aged 10–11 years attending 10 state-fu...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Samba schools as an inspiration for technologies for children under the age of five
Publication date: June 2018Source: International Journal of Child-Computer Interaction, Volume 16Author(s): Juan Pablo Hourcade, Luiza Superti Pantoja, Kyle Diederich, Liam CrawfordAbstractSeymour Papert’s vision of constructionism called for children to be active, empowered, creative learners, building public entities linked to their strong interests in order to connect with powerful ideas. The increasing ubiquity of technology use by children under five, and its information access bias call for more widely-available, constructionist-inspired technologies and learning ecologies for this age group. Our approach in design...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

Redefining the role of parents in young children’s online interactions. A value-sensitive design case study
Publication date: Available online 22 June 2018Source: International Journal of Child-Computer InteractionAuthor(s): Marije Nouwen, Bieke ZamanAbstractWhen holding parents responsible for the consequences of young children’s online interactions, we overlook design opportunities that support a meaningful role for parents in these interactions. This paper considers the perspectives on online risks and opportunities, as studied in parental mediation studies, and on the capabilities of young children to make sense of online environments, as proposed by post-modern notions of the child. The paper presents a case study of the ...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research

From players to makers: An empirical examination of factors that affect creative game development
Publication date: Available online 27 June 2018Source: International Journal of Child-Computer InteractionAuthor(s): Michail N. Giannakos, Letizia JaccheriAbstractThe recent incremental growth of tangible and programming technologies has made it possible for teenagers to engage in creative game development activities. The aim of this work is to increase knowledge on the factors that characterize these activities and to increase understanding about what motivates young students to participate in such activities. In our empirical evaluation, a group of researchers and artists designed, implemented and evaluated workshop prog...
Source: International Journal of Child Computer Interaction - July 5, 2018 Category: Child Development Source Type: research