skip to main content
10.1145/3357155.3358470acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

Using ethnographic data to support preschool children's game design

Published:22 October 2019Publication History

ABSTRACT

Ethnography is a well-known instrument for studying the target user group and its context. In this paper, we present and discuss an ethnographic study within a kindergarten environment with the aim of gaining insight into the nature of children's behaviors, interpersonal relationships, and engagement with regular kindergarten resources. The ethnographic data collected is used as supporting material in the design of a memory game that uses Near Field Communication (NFC) technology. We conducted a Case Study to evaluate the memory game with the participation of 5-6 years old children and preschool teachers, in a real educational scenario. The results suggest that NFC technology may enhance the play experience of the classic memory game by providing emotional connections with the children. The work also contributes by showing the effectiveness of Ethnography in supporting the design of playful technology for a constantly changing and creative environment of kindergarten settings.

References

  1. Alissa N Antle. 2012. Knowledge gaps in hands-on tangible interaction research. In Proceedings of the 14th ACM international conference on Multimodal interaction. ACM, 233--240.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Sue Bredekamp and Carol Copple. 1997. Developmentally Appropriate Practice in Early Childhood Programs.(Revised Edition). ERIC.Google ScholarGoogle Scholar
  3. Gregor Broll, Enrico Rukzio, Massimo Paolucci, Matthias Wagner, Albrecht Schmidt, and Heinrich Hussmann. 2009. Perci: Pervasive service interaction with the internet of things. IEEE Internet Computing 13, 6 (2009), 74--81.Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Mari Ervasti, Minna Isomursu, and Marianne Kinnula. 2009. Bringing technology into school: NFC-enabled school attendance supervision. In Proceedings of the 8th international conference on mobile and ubiquitous multimedia. ACM, 4.Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Maxine Eskenazi. 2009. An overview of spoken language technology for education. Speech Communication 51, 10 (2009), 832--844.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. George E Forman and Fleet Hill. 1984. Constructive play: Applying Piaget in the preschool. Addison-Wesley.Google ScholarGoogle Scholar
  7. Mona Leigh Guha, Allison Druin, Gene Chipman, Jerry Alan Fails, Sante Simms, and Allison Farber. 2004. Mixing ideas: a new technique for working with young children as design partners. In Proceedings of the 2004 conference on Interaction design and children: building a community. ACM, 35--42.Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Elaine Hayashi, Julián E Gutiérrez Posada, Vanessa RML Maike, and M Cecília C Baranauskas. 2016. Exploring new formats of the Self-Assessment Manikin in the design with children. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. ACM, 27.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Jane M Healy. 1999. Failure to connect: How computers affect our children's minds-for better and worse. Simon and Schuster.Google ScholarGoogle Scholar
  10. Alexis Hiniker, Kiley Sobel, and Bongshin Lee. 2017. Co-designing with preschoolers using fictional inquiry and comicboarding. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 5767--5772.Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Juan Pablo Hourcade, Glenda Revelle, Anja Zeising, Ole Sejer Iversen, Narcis Pares, Tilde Bekker, and Janet C Read. 2016. Child-computer interaction SIG: New challenges and opportunities. In 34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016. Association for Computing Machinery, Inc, 1123--1126.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Minna Isomursu, Pekka Isomursu, and Mervi Komulainen-Horneman. 2008. Touch to access the mobile internet. In Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat. ACM, 17--24.Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Jonathan Lazar, Jinjuan Heidi Feng, and Harry Hochheiser. 2017. Research methods in human-computer interaction. Morgan Kaufmann.Google ScholarGoogle Scholar
  14. Susan C Levine, Kristin R Ratliff, Janellen Huttenlocher, and Joanna Cannon. 2012. Early puzzle play: a predictor of preschoolers' spatial transformation skill. Developmental psychology 48, 2 (2012), 530.Google ScholarGoogle Scholar
  15. Ann MacPhail and Gary Kinchin. 2004. The use of drawings as an evaluative tool: students' experiences of sport education. Physical education & sport pedagogy 9, 1 (2004), 87--108.Google ScholarGoogle Scholar
  16. Charalampos Mainemelis and Sarah Ronson. 2006. Ideas are born in fields of play: Towards a theory of play and creativity in organizational settings. Research in Organizational Behavior 27 (2006), 81--131.Google ScholarGoogle ScholarCross RefCross Ref
  17. Javier Marco, Sandra Baldassarri, and Eva Cerezo. 2013. NIKVision: Developing a Tangible Application for and with Children. J. UCS 19, 15 (2013), 2266--2291.Google ScholarGoogle Scholar
  18. Juliana Monsalve, Jorge Maya, et al. 2015. Design for Infants is not Design for Children: On the Quest of Tools to Model a Method to Design for Infants. (2015).Google ScholarGoogle Scholar
  19. Luiza Superti Pantoja, Juan Pablo Hourcade, Kyle Diederich, Liam Crawford, and Victoria Utter. 2017. Developing StoryCarnival: exploring computer-mediated activities for 3 to 4 year-old children. In Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems. ACM, 57.Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Jean Piaget and Margaret Cook. 1952. The origins of intelligence in children. Vol. 8. International Universities Press New York.Google ScholarGoogle Scholar
  21. Julie Sarama, Douglas H Clements, and Elaine Bruno Vukelic. 1996. The role of a computer manipulative in fostering specific psychological/mathematical processes. In Proceedings of the eighteenth annual meeting of the North America Chapter of the International Group for the Psychology of Mathematics Education, Vol. 2. ERIC Clearinghouse for Science, Mathematics, and Environmental Education, 567--572.Google ScholarGoogle Scholar
  22. Susanne Seitinger, Elisabeth Sylvan, Oren Zuckerman, Marko Popovic, and Orit Zuckerman. 2006. A new playground experience: going digital?. In CHI'06 extended abstracts on Human factors in computing systems. ACM, 303--308.Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Ben Shneiderman and Catherine Plaisant. 2010. Designing the user interface: strategies for effective human-computer interaction. Pearson Education India.Google ScholarGoogle Scholar
  24. Dorothy G Singer and Jerome L Singer. 2009. Imagination and play in the electronic age. Harvard University Press.Google ScholarGoogle Scholar
  25. Sandra J Stone. 1995. Wanted: Advocates for Play in the Primary Grades. Young Children 50, 6 (1995), 45--54.Google ScholarGoogle Scholar
  26. Tuomo Tuikka. 2009. 'PhonePhone': NFC phone as a musical instrument. In ACM Conference on Human Factors in Computing Systems, CHI 2009. Association for Computing Machinery ACM, 2627--2630.Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Judith VanHoorn, Patricia Monighan Nourot, Barbara Scales, and Keith Rodriguez Alward. 2014. Play at the center of the curriculum. Pearson Higher Ed.Google ScholarGoogle Scholar
  28. Roy Want. 2006. An introduction to RFID technology. IEEE pervasive computing 1 (2006), 25--33.Google ScholarGoogle Scholar
  29. Diana Xu, Janet C Read, Gavin Sim, and Barbara McManus. 2009. Experience it, draw it, rate it: capture children's experiences with their drawings. In Proceedings of the 8th International Conference on Interaction Design and Children. ACM, 266--270.Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Using ethnographic data to support preschool children's game design

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        IHC '19: Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems
        October 2019
        679 pages
        ISBN:9781450369718
        DOI:10.1145/3357155

        Copyright © 2019 ACM

        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]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 22 October 2019

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        IHC '19 Paper Acceptance Rate56of165submissions,34%Overall Acceptance Rate331of973submissions,34%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader