Taking a process-orientated, social constructivist lens, we examine the case of a digital game called Words Matter. The game was designed for children with dyslexia and was informed by principles from casual games and evidence-based practice from special education. Focusing on the game play of two groups of children, we employ a systematic thematic analytic approach on videos of children's verbal and non-verbal interaction triangulated with their game logs, concentrating on the nature of student-student as well as student-tutor social interactions. Our findings show that children spontaneously engage in 'game talk' regarding game performance, content, actions and experiences. While this game talk facilitates a strong sense of social engagement and playfulness, it also caters to a variety of new opportunities for learning by sparking tutor and student-initiated interventions. Alongside its social theoretical lens on digital games-based learning, the paper analyses game-based social interactions in tandem with game design decisions enabling additional implications to be drawn for practice and game design.
Society is become increasingly reliant on data, making it necessary to ensure that all citizens are equipped with the skills needed to be data literate. We argue that the foundations for a data literate society begin by acquiring key data literacy competences in school. However, as yet there is no clear definition of what these should be. This paper explores the different perspectives currently offered on both data and statistical literacy and then critically examines to what extent these address the data literacy needs of citizens in today’s society. We survey existing approaches to teaching data literacy in schools, to identify how data literacy is interpreted in practice. Based on these analyses, we propose a definition of data literacy that is focused on using data to understand real world phenomena. The contribution of this paper is the creation of a common foundation for teaching and learning data literacy skills.
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The concept of gamification is receiving increasing amounts of attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how the students discussed classDojo in terms of motivation. These findings have subsequently informed a series of provisional design recommendations, presented within the paper, regarding how gamification platforms could be optimised for students with dyslexia. We also examine the benefits of our exploratory approach with regards to theory building that can be tested in confirmatory research. We conclude by arguing that our work can serve as a springboard for discussing how gamification platforms could be of use for students with other special educational needs.
Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design (PD) activities are somewhat limited. In this article, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a Smart City project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising PD at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city.
Communication technologies for maintaining close personal relationships are often designed to be lightweight and easy to use. While these properties allow for relationships to be maintained with speed and efficiency, they may come at the expense of more effortful messages that are constructed with thought, time and care. This raises the question of how communication technologies might be designed to provoke moments of effortful maintenance from their users. To explore this question, we designed and implemented Message Builder, a text-based communication system that encourages relational partners to send increasingly long messages. We report findings from a field trial in which 14 dyads used Message Builder for everyday relational maintenance. While some of the effort-provoking features of Message Builder were described as problematic, we found that the system had value in guiding users towards authentic and meaningful effort investments that were valuable within their individual relationships. CCS Concepts: • Human-centered computing → Collaborative and social computing theory, concepts and paradigms; Social media; Collaborative and social computing devices;
The neurodiversity movement seeks to positively reframe certain neurological conditions, such as autism spectrum disorders (ASD) and dyslexia, by concentrating on their strengths. In recent years, neurodiverse children have increasingly been involved in the technology design process, but the design approaches adopted have focused mostly on overcoming difficulties of working with these children, leaving their strengths untapped. We present a new participatory design (PD) framework, Diversity for Design (D4D), which provides guidance for technology designers working with neurodiverse children in establishing PD methods that capitalize on children's strengths and also support potential difficulties. We present two case studies of use of the D4D framework, involving children with ASD and dyslexia, showing how it informed the development and refinement of PD methods tailored to these populations. In addition, we show how to apply the D4D framework to other neurodiverse populations.
The technological focus of many Smart City projects relies on top-down innovations, ignoring the role that citizens can play in improving their local communities. In this paper we outline our approach to supporting citizens in playing an active role in urban innovation, from the crowdsourcing of initial ideas through to facilitating citizen involvement in the realization of community projects. This extends previous work in the field by exploring how to go beyond identifying issues and ideas to securing a commitment from citizens to assisting a project intended to address an identified issue.
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