Characterizing Child–Computer–Parent Interactions during a Computer-Based Coding Game for 5- to 7-Year-Olds
Abstract
:1. Introduction
Purpose of the Study
2. Computational Thinking
3. Theoretical and Conceptual Background
3.1. Child–Computer (Coding Game) Interaction
3.2. Child–Parent Interaction
4. Methods
4.1. Context
4.2. Participants
4.3. Procedure
4.4. Data Analysis
5. Findings
5.1. Child–Computer Interactions
5.1.1. Using Buttons
5.1.2. Reading Written Instructions on the Keyboard
5.1.3. Reading Written Instructions on the Display
5.1.4. Interacting with the Map
5.1.5. Reading Code Log
5.1.6. Reading Robot Text-Based Code Log
5.1.7. Reading Medicine Bar
5.1.8. Receiving Feedback from Running Codes
5.1.9. Watching the Robot Move
5.1.10. Combinations of Interactions
5.2. Parent–Child Interaction
5.2.1. Parent Supervising/Directing
5.2.2. Parent Facilitation
5.2.3. Child–Parent Co-Learning
5.2.4. Parent Becoming a Student of the Child
5.2.5. Parent Disengagement
5.2.6. Parent Encouragement
6. Discussion
6.1. Implications for Designers
6.2. Implications for Educators and Facilitators
7. Conclusions
Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Appendix B
Role | Freedom | Definition | General Examples |
Supervising/Directing [2,3,4] | Most adult-led | Parent directly instructs child to act in a specific way. | “You guys do the same path in there. So you’ve gotta go to your right” |
Facilitation [3,4] | Adult-led | Parent makes suggestions and prompts the child to think in a specific way. | “Do you not think that would have been quicker if you went to red first?” |
Co-learning [4] | No leader | Both parent and child work together on a task together; neither is the leader and no prompting occurs. Parent and child share information with each other. | Parent shows the current location of the robot in the game while the child enters instructions: “Oh, these are walls!” |
Student of the Child [3,4] | Child-led | Parent prompts the child to take the lead in the activity. | “So we know that you got the cat. Now what?” |
Disengaged | Most child-led | The parent completely disengages from the activity, leaving the child to continue on their own. | “The mom says ‘Do what you want.’ and she steps back” |
Encouragement [4] | Ancillary | Parent reassures or encourages the child while they are working on a task or after they complete a task. | “Awesome!” “You found the best answer” |
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Interactions | Image from the Exhibit | Description | Examples |
---|---|---|---|
Using Buttons | The child uses the buttons to enter moves for the robot to follow. | The child begins entering instructions for the robot using the buttons. | |
Reading Written Instructions on the Keyboard | The child reads the text on the keyboard or the parent reads the text aloud to the child. | The mother reads the instructions on the keyboard aloud. | |
Reading Written Instructions on the Display | The child or a parent reads the instructions on the display (i.e., on the computer screen). | The code fails because the medicine must be delivered in a specific order. The mother prompts the child to read the on-screen instructions. | |
Interacting with the Map | The child observes or interacts with the on-screen map. The child may trace different paths, tap out different moves, or simply look at and follow a path in their head. | The child keeps track of the robot’s position by placing his finger on the display and following the path through the map. | |
Reading the Code Log | The child looks through recorded moves in the code log, to find a mistake or to identify the robot’s location at some point in the code. | The child seems to get lost, and the mother tells them to use the code path to see where the robot is at the current point in their path. They follow the moves in the log, but skips a move entered in error earlier. | |
Reading Robot Text-based Code log | The child reads back and uses information in the robot’s text-based code to identify an error or understand its movement. | N/A | |
Reading Medicine Bar | The child uses the medicine bar to understand which of the three animals the robot has already visited. | N/A | |
Receiving Feedback after Running Code | The child observes the “OOPS” bubble in a failed path or reads the text displayed at the end of the level. | The robot crashes and the “OOPS” bubble is displayed. The child begins searching for the error in his code. | |
Watching the Robot Move | The child closely observes the motion of the robot during a test of the directions they have entered. | N/A |
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Ehsan, H.; Ohland, C.; Cardella, M.E. Characterizing Child–Computer–Parent Interactions during a Computer-Based Coding Game for 5- to 7-Year-Olds. Educ. Sci. 2023, 13, 164. https://doi.org/10.3390/educsci13020164
Ehsan H, Ohland C, Cardella ME. Characterizing Child–Computer–Parent Interactions during a Computer-Based Coding Game for 5- to 7-Year-Olds. Education Sciences. 2023; 13(2):164. https://doi.org/10.3390/educsci13020164
Chicago/Turabian StyleEhsan, Hoda, Carson Ohland, and Monica E. Cardella. 2023. "Characterizing Child–Computer–Parent Interactions during a Computer-Based Coding Game for 5- to 7-Year-Olds" Education Sciences 13, no. 2: 164. https://doi.org/10.3390/educsci13020164
APA StyleEhsan, H., Ohland, C., & Cardella, M. E. (2023). Characterizing Child–Computer–Parent Interactions during a Computer-Based Coding Game for 5- to 7-Year-Olds. Education Sciences, 13(2), 164. https://doi.org/10.3390/educsci13020164