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Participatory narratives are compelling, at least partly because of their ability to help players suspend disbelief in the fictional world in which they engage. Game makers have used the phrase “This is Not a Game” (TINAG) to capture the willingness of players to buy into such narratives in ways that promote productive roleplaying and authentic engagement. Although TINAG has permeated the academic and popular literature on gaming and immersive narratives for decades, there has not been a scientific grounding for the term that provides researchers support for a more rigorous study of the topic. This article makes two primary contributions. First, it provides a definition of the Perception of TINAG based on a systematic literature review of 50 articles that define or describe critical characteristics of TINAG: The Perception of TINAG is a player’s acceptance that they are embedded in and able to influence a fictional story woven into the real world. Second, the paper develops and validates a survey instrument that researchers can use to measure the Perception of TINAG and its three unique components: (1) the player accepts that they are embedded in a fictional story, (2) the player believes their actions influence the narrative, and (3) the player perceives that the story is woven into the real world. We evaluated the instrument using exploratory factor analysis using expert reviewers and game players. We include a table of the articles describing TINAG and our final scale to facilitate future research.more » « lessFree, publicly-accessible full text available September 1, 2025
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Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem formulation activities. To test this, we integrated problem reduction heuristics into storyboarding and invited a university-based intergenerational design team of 10 children (ages 8-13) and 9 adults to co-design a teachable machine. We find that children draw from personal experiences when formulating AI problems; they assume voice and video capabilities, explore diverse machine learning approaches, and plan for error handling. Their ideas promote human involvement in AI, though some are drawn to more autonomous systems. Their designs prioritize values like capability, logic, helpfulness, responsibility, and obedience, and a preference for a comfortable life, family security, inner harmony, and excitement as end-states. We conclude by discussing how these results can inform the design of future participatory AI activities.more » « lessFree, publicly-accessible full text available May 11, 2025
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Children are exposed to technology at home and school at very young ages, often using family mobile devices and educational apps. It is therefore critical that they begin learning about privacy and security concepts during their elementary school years, rather than waiting until they are older. Such skills will help children navigate an increasingly connected world and develop agency over their personal data, online interactions, and online security. In this paper, we explore how a simple technique---a ''Would Your Rather'' (WYR) game involving hypothetical privacy and security scenarios---can support children in working through the nuances of these types of situations and how educators can leverage this approach to support children's privacy and security learning. We conducted three focus groups with 21 children aged 7-12 using the WYR activity and interviewed 13 elementary school teachers about the use of WYR for facilitating privacy and security learning. We found that WYR provided a meaningful opportunity for children to assess privacy and security risks, consider some of the social and emotional aspects of privacy and security dilemmas, and assert their agency in a manner typically unavailable to children in an adult-centric society. Teachers highlighted connections between privacy and security dilemmas and children's social and emotional learning and offered additional insights about using this WYR technique in and beyond their classrooms. Based on these findings, we highlight four opportunities for using WYR to support children in engaging with privacy and security concepts from an early age.
Free, publicly-accessible full text available April 17, 2025 -
Slotta, Jim ; Charles, Liz ; Breuleux, Alain (Ed.)We developed, with youth, a framework categorizing how people interact with nature. Our framework, inside versus outside versus outdoors, was developed using assets-based co-design principles with a small group of young men. Artifact analysis from co-design sessions found that our group readily applied this framework to community park infrastructure, community and individual behaviors observed within parks, and to support conversations involving participants’ personal values and sociocultural contexts.more » « less
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Broadband infrastructure in urban parks may serve crucial functions including an amenity to boost overall park use and a bridge to propagate WiFi access into contiguous neighborhoods. This project: SCC:PG Park WiFi as a BRIDGE to Community Resilience has developed a new model —Build Resilience through the Internet and Digital Greenspace Exposure, leveraging off-the-shelf WiFi technology, novel algorithms, community assets, and local partnerships to lower greenspace WiFi costs. This interdisciplinary work leverages: computer science, information studies, landscape architecture, and public health. Collaboration methodologies and relational definitions across disciplines are still nascent —especially when paired with civic-engaged, applied research. Student researchers (UG/Grad) are excellent partners in bridging disciplinary barriers and constraints. Their capacity to assimilate multiple frameworks has produced refinements to the project’s theoretical lenses and suggested novel socio-technical methodology improvements. Further, they are excellent ambassadors to community partners and stakeholders. In BRIDGE, we tested two mechanisms to augment student research participation. In both, we leveraged a classic, curriculum-based model named the Partnership for Action Learning in Sustainability program (PALS). This campus-wide, community-engaged initiative pairs faculty and students with community partners. PALS curates economic, environmental, and social sustainability challenges and scopes projects to customize appropriate coursework that addresses identified challenges. Outcomes include: literature searches, wireframes, and design plans that target solutions to civic problems. Constraints include the short semester timeframe and curriculum-learning-outcome constraints. (1) On BRIDGE, Dr. Kweon executed a semester-based Landscape Architecture PALS 400-level-studio. 18 undergraduates conducted in-class and in-field work to assess community needs and proposed design solutions for future park-wide WiFi. Research topics included: community-park history, neighborhood demographics, case-study analysis, and land-cover characteristics. The students conducted an in-Park, community engagement session —via interactive posterboard surveys, to gain input on what park amenities might be redesigned or added to promote WiFi use. The students then produced seven re-design plans; one included a café/garden, with an eco-corridor that integrated technology with nature. (2) From the classic, curriculum-based PALS model we created a summer-intensive for our five research assistants, to stimulate interdisciplinary collaboration in their research tasks and co-analysis of project data products: experimental technical WiFi-setup, community survey results, and stakeholder needs-assessments. Students met weekly with each other and team leadership, exchanged journal articles, and attended joint research events. This model shows promise for integrating students more formally into an interdisciplinary research project. An end-of-intensive focus group highlighted, from the students’ perspective, the pro/cons of this model. Results: In contrasting the two mechanisms, our results include: Model 1 is tried-and-trued and produces standardized, reliable products. However, as work is group based, student independence is limited —to explore topics/themes of interest. Civic groups are typically thrilled with the diversity of action plans produced. Model 2 provides greater independence in student-learning outcomes, fosters interdisciplinary, “dictionary-building” that can be used by the full team, deepens methodological approaches, and allows for student stipend payments. Lessons learned: intensive time frame needed more research team support and ideally should be extended, when possible, over the full project-span. UMD-IRB#1785365-4; NSF-award: 2125526.more » « less
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Oshima, Jun ; Mochizuki, Toshio ; Hayashi, Yusuke. (Ed.)Playable Case Studies (PCSs) are online simulations that allow learners to adopt (play) a professional role within an authentic scenario (case) as they solve realistic problems alongside fictionalized experts in an unfolding narrative. The PCS architecture offers scalable options for creating learning activities for individual learners and student teams, and the means for observing and analyzing these activities. This interactive demo will showcase PCSs the team has developed for topics ranging from cybersecurity to technical writing to disaster response, illustrating how we embed learning assessments and research surveys and run them in classroom environments. Participants and potential collaborators will interact with and provide feedback on the prototype PCS Authoring Tool, designed to streamline the creation of new PCSs.more » « less
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Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7–13 years) and adult co-designers. Children trained image classifiers and tested each other's models for robustness. Our study illuminates how children reason about ML concepts, offering these insights for designing machine teaching experiences for children: (i) ML metrics (e.g. confidence scores) should be visible for experimentation; (ii) ML activities should enable children to exchange models for promoting reflection and pattern recognition; and (iii) the interface should allow quick data inspection (e.g. images vs. gestures).more » « less
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null (Ed.)In this paper we introduce an approach to cybersecurity education and helping students develop professional understanding in the form of a Playable Case Study (PCS), a form of educational simulation that draws on affordances of the broader educational simulation genre, case study instruction, and educational Alternate Reality Games (or ARGs). A PCS is an interactive simulation that allows students to “play” through an authentic scenario (case study) as a member of a professional team. We report our findings over a multi-year study of a PCS called Cybermatics, with data from 111 students from two different U.S. universities who interacted with the PCS. Cybermatics increased student understanding about certain key aspects of professional cybersecurity work, improved their confidence in being able to successfully apply certain skills associated with cybersecurity, and increased about half of the students’ interest in pursuing a cybersecurity career. Students also reported a number of reasons why their perceptions changed in these areas (both positive and negative). We also discuss design tensions we experienced in our process that might be encountered by others when creating simulations like a PCS, as they attempt to balance the authenticity of designed learning experiences while also sufficiently scaffolding them for newcomers who have little background in a discipline.more » « less