Exploring how children use their hands to think: an embodied interactional analysis.

In order to better understand how to design hands-on child-computer interaction, we explore how different styles of interaction facilitate children's thinking while they use their hands to manipulate objects. We present an exploratory study of children solving a spatial puzzle task. We investigate h...

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Publicado en:Behaviour & Information Technology Vol. 32; no. 9; pp. 938 - 955
Autor principal: Antle, Alissa N.
Formato: pictorial research tables/charts Journal Article
Publicado: Taylor & Francis Ltd Sep2013
Acceso en línea:Ver este registro en EBSCOhost
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        atl: Exploring how children use their hands to think: an embodied interactional analysis.
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        au: Antle, Alissa N.
        affil: School of Interactive Arts and Technology, Simon Fraser University, 250-13450 102, Avenue Surrey, BC, V3T 0A3, Canada
      sug:
        subj:
          Hand
          Cognition In Infancy and Childhood
          User-Computer Interface
          Human
          Child
          Mouse (Computer)
          Computer Input Devices
          Problem Solving In Infancy and Childhood
          Female
          Male
          Coding
          Data Analysis Software
          Time Factors
          Funding Source
          Child: 6-12 years
          Female
          Male
      ab: In order to better understand how to design hands-on child-computer interaction, we explore how different styles of interaction facilitate children's thinking while they use their hands to manipulate objects. We present an exploratory study of children solving a spatial puzzle task. We investigate how the affordances of physical, graphical and tangible interfaces may facilitate the development of thinking skills including mental visualisation, problem space exploration and collaboration. We utilise the theory of complementary actions taken from embodied cognition to develop a video coding methodology that allows us to classify behavioural activity and make inferences about thinking skills development. Our findings indicated that the combination of direct hands-on input style with audio-visual feedback facilitated by the tangible user interface enabled a dynamic task completion strategy, which supports the development of mental skills with a slight time cost. The mouse and graphical user interface supported a trial and error approach, which may limit skills development. The physical cardboard puzzle enabled effective task completion but provided less support for social interaction and problem space exploration. We conclude with design recommendations.
      pubtype: Academic Journal
      doctype:
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        research
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      ougenre: Article
    language: English
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