Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3125571.3125591acmotherconferencesArticle/Chapter ViewAbstractPublication PageschitalyConference Proceedingsconference-collections
research-article

Design of IoT Tangibles for Primary Schools: A Case Study

Published: 18 September 2017 Publication History

Abstract

Internet of things devices are already part of primary school children's living but their design or fabrication is often not part of their school education. Italian primary schools, in particular, bring their own restraints to the integration of their design. This paper explores how to bring the design of IoT tangibles to primary-school children and their educators. It narrates a workshop experience with a primary school class. This was on purpose conducted in an environment similar to their school, without typical fablab facilities. It was linked to the curriculum of the class: it asked children to create IoT tangibles related to socio-emotional learning. The workshop organised the fabrication in stages. Initially, it used paper-based generative toolkigs, which would make everybody feel on equal footing (children and teachers alike): Tiles-like cards and a conceptualisation framework. Then it progressively moved children into programming their own IoT tangibles for socio-emotional goals. The workshop gathered mixed data, mainly qualitative. The paper ends by reflecting on them and the entire experience.

References

[1]
Paulo Blikstein. 2015. Computationally Enhanced Toolkits for Children: Historical Review and a Framework for Future Design. Foundations and Trends® in Human-Computer Interaction 9, 1 (2015), 1--68.
[2]
P. Blikstein and D. Krannich. 2003. The Makers' Movement and FabLabs in Education. In Proceedings of IDC 2003.
[3]
P. Blikstein, A. Sipitakiat, J. Goldstein, J. Wilbert, M. Johnson, S. Vranakis, Z. Pedersen, and W. Carey. 2013. Project Bloks: designing a development platform for tangible programming for children. (2013).
[4]
Margherita Brondino, Gabriella Dodero, Rosella Gennari, Alessandra Melonio, Margherita Pasini, Daniela Raccanello, and Santina Torello. 2015. Emotions and Inclusion in Co-design at School: Let's Measure Them! Springer International Publishing, Cham, 1--8.
[5]
Nikolaus Correll, Chris Wailes, and Scott Slaby. 2014. A One-hour Curriculum to Engage Middle School Students in Robotics and Computer Science using Cubelets. In Distributed Autonomous Robotic Systems. Springer, 165--176.
[6]
Giuseppe Desolda, Carmelo Ardito, and Maristella Matera. 2017. Empowering End Users to Customize Their Smart Environments: Model, Composition Paradigms, and Domain-Specific Tools. ACM Trans. Comput.-Hum. Interact. 24, 2, Article 12 (April 2017), 52 pages.
[7]
Tania Di Mascio, Rosella Gennari, Alessandra Melonio, and Laura Tarantino. 2014. Engaging "New Users" into Design Activities: The TERENCE Experience with Children. Springer International Publishing, Cham, 241--250.
[8]
Allison Druin, Jerry A. Fails, and Mona Leigh Guha. 2014. Including Children in Technology Design Processes: Techniques and Practices. In Proceedings of the Extended Abstracts of the 32Nd Annual ACM Conference on Human Factors in Computing Systems (CHI EA '14). ACM, New York, NY, USA, 1021--1022.
[9]
Joseph A. Durlak, Roger P. Weissberg, Allison B. Dymnicki, Rebecca D. Taylor, and Kriston B. Schellinger. 2011. The Impact of Enhancing Student's Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions. Child Development 82, 1 (2011), 405--432.
[10]
Elizabeth Foss, Mona Leigh Guha, Panagis Papadatos, Tamara Clegg, Jason Yip, and Greg Walsh. 2013. Cooperative Inquiry Extended: Creating Technology with Middle School Students with Learning Differences. Journal of Special Education Technology 28, 3 (2013), 33--46. arXiv:http://dx.doi.org/10.1177/016264341302800303
[11]
R. Gennari, A. Melonio, D. Raccanello, M. Brondino, G. Dodero, M. Pasini, and S. Torello. 2017. Children's emotions and quality of products in participatory game design. International Journal of Human-Computer Studies 101 (2017), 45--61.
[12]
R. Gennari, A. Melonio, and M. Rizvi. 2017. The Participatory Design Process of Tangibles for Socio-Emotional Learning. Springer International Publishing, 167--182.
[13]
B. Johnson and L. Christensen. 2017. Educational Research. SAGE.
[14]
John Maloney, Mitchel Resnick, Natalie Rusk, Brian Silverman, and Evelyn Eastmond. 2010. The scratch programming language and environment. ACM Transactions on Computing Education (TOCE) 10, 4 (2010), 16.
[15]
S. Mora, F. Gianni, and M. Divitini. 2017. Tiles: A Card-based Ideation Toolkit for the Internet of Things. In Proceedings of Designing Interactive Systems (DIS2017). ACM, New York, NY, USA, 587--598.
[16]
Janet C. Read and Stuart MacFarlane. 2006. Using the Fun Toolkit and Other Survey Methods to Gather Opinions in Child Computer Interaction. In Proceedings of the 2006 Conference on Interaction Design and Children (IDC '06). ACM, New York, NY, USA, 81--88.
[17]
Sam Labs. 2016. SAM Labs Education. (2016). https://www.samlabs.com/education.
[18]
TILES project. 2017. TILES web site. (2017). http://tilestoolkit.io/cards
[19]
Benjamin Wohl, Barry Porter, and Sarah Clinch. 2015. Teaching Computer Science to 5-7 year-olds: An initial study with Scratch, Cubelets and unplugged computing. In Proceedings of the Workshop in Primary and Secondary Computing Education. ACM, 55--60.

Cited By

View all
  • (2024)Educational Framework for IoT Product and Service PrototypingArchives of Design Research10.15187/adr.2024.05.37.2.10337:2(103-119)Online publication date: 31-May-2024
  • (2024)Meet MicroCode: a Live and Portable Programming Tool for the BBC micro:bitProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3656995(355-370)Online publication date: 17-Jun-2024
  • (2024)Robotics in the Context of Primary and Preschool Education: A Scoping ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2023.326663117(342-363)Online publication date: 1-Jan-2024
  • Show More Cited By

Index Terms

  1. Design of IoT Tangibles for Primary Schools: A Case Study

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    CHItaly '17: Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
    September 2017
    216 pages
    ISBN:9781450352376
    DOI:10.1145/3125571
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    In-Cooperation

    • SIGCHI Italy: SIGCHI Italy
    • University of Cagliari: University of Cagliari

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 18 September 2017

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Interactive Solutions
    2. IoT Tangibles
    3. IoT for Children
    4. Participatory Design
    5. Primary Schools

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    CHItaly '17

    Acceptance Rates

    CHItaly '17 Paper Acceptance Rate 26 of 77 submissions, 34%;
    Overall Acceptance Rate 109 of 242 submissions, 45%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)39
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 12 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Educational Framework for IoT Product and Service PrototypingArchives of Design Research10.15187/adr.2024.05.37.2.10337:2(103-119)Online publication date: 31-May-2024
    • (2024)Meet MicroCode: a Live and Portable Programming Tool for the BBC micro:bitProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3656995(355-370)Online publication date: 17-Jun-2024
    • (2024)Robotics in the Context of Primary and Preschool Education: A Scoping ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2023.326663117(342-363)Online publication date: 1-Jan-2024
    • (2023)Design for social digital well-being with young generationsInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103006173:COnline publication date: 1-May-2023
    • (2023)Engaging Learners in Familiarizing Themselves with Sensors and ActuatorsMethodologies and Intelligent Systems for Technology Enhanced Learning, Workshops - 13th International Conference10.1007/978-3-031-42134-1_36(359-367)Online publication date: 29-Aug-2023
    • (2022)The FABLAB MovementResearch Anthology on Makerspaces and 3D Printing in Education10.4018/978-1-6684-6295-9.ch001(1-18)Online publication date: 6-May-2022
    • (2022)Children’s Participation in the Design of Smart Solutions: A Literature ReviewSmart Cities10.3390/smartcities50200265:2(475-495)Online publication date: 2-Apr-2022
    • (2022)Emerging Technologies in K–12 Education: A Future HCI Research AgendaACM Transactions on Computer-Human Interaction10.1145/356989730:3(1-40)Online publication date: 31-Oct-2022
    • (2022)Simultaneously Fostering Computational Thinking and Social-Emotional Competencies in 4th Graders Using Scratch: A Feasibility StudyProceedings of Mensch und Computer 202210.1145/3543758.3549885(399-403)Online publication date: 4-Sep-2022
    • (2022)My:Talkies: Designing a Craft Kit to Support Learning about Communication Devices through MakingProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529720(442-447)Online publication date: 27-Jun-2022
    • Show More Cited By

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media