Observation and Interview: March 25, 2012
Family: Boy, age 4; Girl, age 3; Mother
Observation: Educational game and toys
Guiding Questions:
Observation: Educational game and toys
Guiding Questions:
- What challenges do young children have with using computer-based software?
- What kinds of things do children do naturally with stuffed animals and are the animals I found appropriately sized for this age?
- Toys need to be durable because they won’t be used like they are intended.
- For young kids, computer games need to be minimal on text and obvious what they should be doing through modeling if they are expected to use it independently of parents.
Initial Prototype
The project started by using a website-based environment as the primary means of interaction with the child. On the website, the child would register their animal and then see only content related to that animal. The home page would be a log of where the animal is at that time of the year, what they might be doing and provide links to real photos and videos of the marine mammals. Other areas of the website would include a place to play games, keep a personal log, ask experts questions and find out what you can do to help the animals.
Learner Study: May 2, 2012
Learner: Boy, age 8
Prototype: Daily Challenge / Game component - Exploring Scale The learner was asked to play an exploration game where he recorded 5% of his room as if he was a scientist exploring it for another person to look at later. After videotaping, we looked at pictures of other rooms. First he saw only a small slice of the room and was asked to describe who he thought lived there and what they liked (see top picture to the left). Then I showed him the entire room (see bottom picture). After seeing five rooms, I told him that people have only explored 5% of the ocean and how little we really know about what lives there. Guiding Questions:
Take Aways:
Next Steps:
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Learner Study: June 6, 2012
Learners: Boy, age 4 and Girl, age 5
Prototype: Stuffed Animal with camera, Keynote mockup of website
Guiding Questions:
Take Aways:
Next Steps:
Prototype: Stuffed Animal with camera, Keynote mockup of website
Guiding Questions:
- How do children interact with the animals and the camera?
- What do children like to do on the website?
Take Aways:
- The process needs too much facilitation for this age group, particularly those that can't read or have not really used a computer before.
- The video camera without a viewing screen is too hard for kids to use.
- The children enjoyed watching videos and looking at pictures of the real animals.
Next Steps:
- Focus on a method of delivery, of both the animals and the short "fun fact" activities that requires minimal supervision.
- Change the type of camera used and how that will be facilitated or automated.
Learner Study: June 30, 2012
Learners: Boy, age 4 and Girl, age 3
Prototype: Stuffed Animal with accessories (kelp, sea star, bubble wrap) and QR codes, iPad with QR scanner and access to YouTube videos
Guiding Questions:
Take Aways:
Prototype: Stuffed Animal with accessories (kelp, sea star, bubble wrap) and QR codes, iPad with QR scanner and access to YouTube videos
Guiding Questions:
- How much adult facilitation is needed for the interaction?
- Are the children engaged?
- What types of content learning occurs as a result of the interaction?
Take Aways:
- The children did not want to create their own pictures or videos - that should be optional.
- The placement of the objects in rooms that are meaningful for the children led them to remember what the objects represented for the sea otter. This knowledge extended past the experience to the next day.
- The parent would appreciate the integration of some words as the videos play, even if the children are not reading yet, so they can practice developing reading skills.
- Refine the videos and integrate and optional "create your own video" challenge.
- Prototype the set up of an app that would allow for the QR scanning, camera use and upload to a personal website or blog.
Learner Study: July 27, 2012
Learners: Girl, age 9 and Girl, age 6
Prototype: Final Prototype - Animal with accessories (kelp, rock, fur) and game cards, iPad with KaiPals app running and website mock-up
Guiding Questions:
Take Aways:
Quote:
"I think this is a really, really fun game...there's always different places you can hide it, which could make this game last a really long time."
-9 year-old girl
Prototype: Final Prototype - Animal with accessories (kelp, rock, fur) and game cards, iPad with KaiPals app running and website mock-up
Guiding Questions:
- How do children engage with the tool independently?
- Is there evidence of learning?
Take Aways:
- The children were excited by the game and both wanted to have a chance to find the objects
- It would be good to integrate a reason for watching the videos on the objects
- Children integrated "hot/cold" game with scavenger hunt to help each other find the objects
Quote:
"I think this is a really, really fun game...there's always different places you can hide it, which could make this game last a really long time."
-9 year-old girl