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dc.contributor.authorLee-Cultura, Serena
dc.contributor.authorSharma, Kshitij
dc.contributor.authorCosentino, Giulia
dc.contributor.authorPapavlasopoulou, Sofia
dc.contributor.authorGiannakos, Michail
dc.date.accessioned2022-04-06T08:49:58Z
dc.date.available2022-04-06T08:49:58Z
dc.date.created2022-01-20T11:45:27Z
dc.date.issued2021
dc.identifier.isbn978-1-4503-8452-0
dc.identifier.urihttps://hdl.handle.net/11250/2990109
dc.description.abstractIdentifying and supporting children’s play and problem solving behaviour is important for designing educational technologies. This can inform feedback mechanisms to scaffold learning (provide hints or progress information), and assist facilitators (teachers, parents) in supporting children. Traditionally, researchers manually code video to dissect children’s nuanced play and problem solving behaviour. Advancements in sensing technologies and their respective Multi-Modal Data (MMD), afford observation of invisible states (cognitive, affective, physiological), and provide opportunities to inspect internal processes experienced during learning and play. However, limited research combines traditional video annotations and MMD to understand children’s behaviour as they interact with educational technology. To address this concern, we collected data from webcam, wristband, eye-trackers, and Kinect, as 26 children, aged 10-12, played a Motion-Based Educational Games (MBEG). Results showed significant differences in children’s experience during play and problem solving episodes, and motivate design considerations aimed to facilitate children’s interactions with MBEG.en_US
dc.language.isoengen_US
dc.publisherAssociation for Computing Machinery (ACM)en_US
dc.relation.ispartofIDC '21: Interaction Design and Children
dc.relation.urihttps://dl.acm.org/doi/10.1145/3459990.3460702
dc.subjectBrukergrensesnitten_US
dc.subjectHuman-Computer Interactionen_US
dc.subjectDigital læringsanalyseen_US
dc.subjectLearning analyticsen_US
dc.subjectLæringsteknologien_US
dc.subjectLearning technologyen_US
dc.titleChildren’s Play and Problem Solving in Motion-Based Educational Games: Synergies between Human Annotations and Multi-Modal Dataen_US
dc.typeChapteren_US
dc.description.versionacceptedVersionen_US
dc.rights.holderThis is the authors' accepted manuscript to an article published by ACM.en_US
dc.subject.nsiVDP::Teknologi: 500en_US
dc.subject.nsiVDP::Technology: 500en_US
dc.source.pagenumber408-420en_US
dc.identifier.doi10.1145/3459990.3460702
dc.identifier.cristin1985987
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode1


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