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What motivates children to become creators of digital enriched artifacts?

Published: 17 June 2013 Publication History

Abstract

The advent of programming languages for children (i.e., Scratch) combined with accessible programmable hardware platforms (i.e., Arduino) makes it possible for teenagers to engage in creative development of digital enriched artifacts, like robots and interactive installations. But what are the important factors that characterize these development activities? And more specifically, what motivates children to participate in such software and hardware intensive activities? In this paper we present the results of an empirical investigation regarding the key aspects of a creative learning context. The goal is to understand what motivates children to participate in these development activities. In our empirical evaluation, a group of researchers and artists designed, implemented, and evaluated three workshop programs of 66 children total, with the final goal of exploring children's attitudes software and hardware-intensive activities. The workshops were based on the Reggio Emilia education principles, open source software Scratch and Arduino and were conducted in centers that use recycled materials for creative purposes. For the first phase of the evaluation, qualitative data was collected from 11 interviews and was analyzed using content analysis. For the second phase, we designed a survey grounded in motivational factors for technology. 37 survey responses were collected. For both evaluation phases, photos and observations were recorded and used to triangulate our data. The results showed that: (a) software and hardware intensive activities raise awareness of technology, intensify the experience, and invite students to explore boundaries and increase collaboration and the exchange of views and ideas, and (b) the activity's easiness and usefulness significantly affect children's intention to participate. These results have implications for those programming languages and hardware platforms for children, as well as for those setting up creative learning frameworks around such technology.

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      cover image ACM Conferences
      C&C '13: Proceedings of the 9th ACM Conference on Creativity & Cognition
      June 2013
      433 pages
      ISBN:9781450321501
      DOI:10.1145/2466627
      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]

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      Published: 17 June 2013

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      Author Tags

      1. Reggio Emilia education principles
      2. children motivations
      3. creative activities
      4. empirical evaluation
      5. physical--digital creativity
      6. software and hardware development

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      C&C '13: Creativity and Cognition 2013
      June 17 - 20, 2013
      Sydney, Australia

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      C&C '13 Paper Acceptance Rate 28 of 88 submissions, 32%;
      Overall Acceptance Rate 108 of 371 submissions, 29%

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      • (2024)Women and Software EngineeringACM SIGSOFT Software Engineering Notes10.1145/3650142.365014749:2(16-18)Online publication date: 3-Apr-2024
      • (2024)Evaluating digital creativity support for childrenInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2023.10060338:COnline publication date: 27-Feb-2024
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