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MOOSE Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids (1997)

by Amy Susan Bruckman
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Social translucence: An approach to designing systemsthat mesh with social processes.",

by Thomas Erickson , Wendy A Kellogg - Trans. Computer-Human Interaction, , 2002
"... We are interested in designing systems that support communication and collaboration among large groups of people over computer networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to d ..."
Abstract - Cited by 411 (20 self) - Add to MetaCart
We are interested in designing systems that support communication and collaboration among large groups of people over computer networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to design digital systems that support coherent behavior by making participants and their activities visible to one another. We call such systems "socially translucent systems" and suggest that they have three characteristics-visibility, awareness, and accountability-which enable people to draw upon their social experience and expertise to structure their interactions with one another. To motivate and focus our ideas we develop a vision of knowledge communities, conversationally based systems that support the creation, management and reuse of knowledge in a social context. We describe our experience in designing and deploying one layer of functionality for knowledge communities, embodied in a working system called "Babble," and discuss research issues raised by a socially translucent approach to design.

Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers

by Caitlin Kelleher, Randy Pausch - ACM COMPUT. SURV , 2005
"... Since the early 1960’s, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice pr ..."
Abstract - Cited by 145 (5 self) - Add to MetaCart
Since the early 1960’s, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then, by each system’s authors ’ approach, to making learning to program easier for novice programmers. The article explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages.

Socially translucent systems: social proxies, persistent conversation, and the design of “Babble

by Thomas Erickson, David N, Wendy A. Kellogg, Mark Laff, John T. Richards, Erin Bradner , 1999
"... We take as our premise that it is possible and desirable to design systems that support social processes. We describe Loops, a project which takes this approach to supporting computer-mediated communication (CMC) through structural and intemctive properties such as persistence and a minimalist graph ..."
Abstract - Cited by 140 (17 self) - Add to MetaCart
We take as our premise that it is possible and desirable to design systems that support social processes. We describe Loops, a project which takes this approach to supporting computer-mediated communication (CMC) through structural and intemctive properties such as persistence and a minimalist graphical representation of users and their activities that we call a social proxy. We discuss a prototype called “Babble ” that has been used by our group for over a year, and has been deployed to six other groups at the Watson labs for about two months. We describe usage experiences, lessons learned, and next steps.

Effective discussion through a computermediated anchored forum

by Mark Guzdial, Jennifer Turns - Journal of the Learning Sciences , 2000
"... Computer-mediated discussion forums (such as newsgroups or those in instructional management software environments) are becoming common in higher education. Such forums are interesting because they are not only one of the easiest technologies to add to a class but may also provide an important learn ..."
Abstract - Cited by 94 (8 self) - Add to MetaCart
Computer-mediated discussion forums (such as newsgroups or those in instructional management software environments) are becoming common in higher education. Such forums are interesting because they are not only one of the easiest technologies to add to a class but may also provide an important learning opportunity for students. However, simply making a discussion forum available does not mean that it will be used effec-tively to enable learning. In this paper, we explore the idea that specific features of a dis-cussion forum may increase the likelihood of effective discussions taking place within the forum. We define effective discussions as those that are sustained and are focused on topics related to class learning goals. We then describe the specifications for an elec-tronic discussion forum—a computer-mediated anchored discussion forum—that we propose makes sustained on-topic discussion more likely. We report on the results of two studies that support this proposal. We end by exploring implications for research into computer-supported discussion tools for learning and their design. STARTING TOWARD COMPUTER-SUPPORTED COLLABORATIVE LEARNING As the Internet grows in size and influence, it has become common practice for classes of many kinds to offer some type of Internet-based discussion forum. For
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... participation goals) but also with what they are discussing. Whereas a variety of topics, such as discussion of social issues, may support learning and may even be necessary for a sustainable space (=-=Bruckman, 1997-=-), the most direct indicator that students may be learning about class topics is that they are talking about class topics. We identify these three goals as being important stepping stones toward effec...

I/O Brush: Drawing with Everyday Objects as Ink

by Kimiko Ryokai, Stefan Marti, Hiroshi Ishii , 2004
"... We introduce I/O Brush, a new drawing tool aimed at young children, ages four and up, to explore colors, textures, and movements found in everyday materials by "picking up" and drawing with them. I/O Brush looks like a regular physical paintbrush but has a small video camera with lights an ..."
Abstract - Cited by 78 (13 self) - Add to MetaCart
We introduce I/O Brush, a new drawing tool aimed at young children, ages four and up, to explore colors, textures, and movements found in everyday materials by "picking up" and drawing with them. I/O Brush looks like a regular physical paintbrush but has a small video camera with lights and touch sensors embedded inside. Outside of the drawing canvas, the brush can pick up color, texture, and movement of a brushed surface. On the canvas, children can draw with the special "ink" they just picked up from their immediate environment. In our preliminary study with kindergarteners, we found that children not only produced complex works of art using I/O Brush, but they also engaged in explicit talk about patterns and features available in their environment. I/O Brush invites children to explore the transformation from concrete and familiar raw material into abstract concepts about patterns of colors, textures and movements.

Making Space for Voice: Technologies to Support Children's Fantasy and Storytelling

by Justine Cassell, Justine Cassell, Kimiko Ryokai, Kimiko Ryokai - Personal Technologies
"... Fantasy play and storytelling serve an important role in young children's development. While computers are increasingly present in the world of young children, there is a lack of computational systems that support children's voice in everyday storytelling, particularly in the context of fa ..."
Abstract - Cited by 73 (4 self) - Add to MetaCart
Fantasy play and storytelling serve an important role in young children's development. While computers are increasingly present in the world of young children, there is a lack of computational systems that support children's voice in everyday storytelling, particularly in the context of fantasy play. This paper introduces StoryMat, a system that supports children's own voice in their own storytelling play. StoryMat offers a child-driven play space by recording and recalling children's narrating voices, and the movements they make with their toys on the mat. Empirical research with children showed that StoryMat fostered developmentally advanced forms of storytelling and provided a space where children engaged in fantasy storytelling collaboratively with or without a playmate. The paper addresses the importance of supporting children's fantasy play and suggests a new way for technology to play an integral part in that activity. Keywords: Storytelling, young children, interactive narrati...
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...eogames). Even within the research community there is still not a wide range of work on storytelling systems for children, although some researchers have begun to address these issues. MOOSE Crossing =-=[7]-=- allowed children to construct a virtual environment in which they could interact with one another. In MOOSE Crossing, children designed and built the objects and virtual characters in the virtual spa...

Storytelling Alice Motivates Middle School Girls to . . .

by Caitlin Kelleher, Randy Pausch, Sara Kiesler - IN CHI'07 , 2007
"... We describe Storytelling Alice, a programming environment that introduces middle school girls to computer programming as a means to the end of creating 3D animated stories. Storytelling Alice supports story creation by providing 1) a set of high-level animations, that support the use of social chara ..."
Abstract - Cited by 73 (8 self) - Add to MetaCart
We describe Storytelling Alice, a programming environment that introduces middle school girls to computer programming as a means to the end of creating 3D animated stories. Storytelling Alice supports story creation by providing 1) a set of high-level animations, that support the use of social characters who can interact with one another, 2) a collection of 3D characters and scenery designed to spark story ideas, and 3) a tutorial that introduces users to writing Alice programs using storybased examples. In a study comparing girls ’ experiences learning to program using Storytelling Alice and a version of Alice without storytelling support (Generic Alice), we found that users of Storytelling Alice and Generic Alice were equally successful at learning basic programming constructs. Participants found Storytelling Alice and Generic Alice equally easy to use and entertaining. Users of Storytelling Alice were more motivated to program; they spent 42 % more time programming, were more than 3 times as likely to sneak extra time to work on their programs, and expressed stronger interest in future use of Alice than users

BodyChat: Autonomous Communicative Behaviors in Avatars

by Hannes Högni Vilhjálmsson, Justine Cassell - PROC. OF THE SECOND INTERNATIONAL CONFERENCE ON AUTONOMOUS AGENTS (AGENTS'98 , 1998
"... Although avatars may resemble animated communicating interface agents, they have for the most part not profited from recent research into autonomous systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often re ..."
Abstract - Cited by 61 (3 self) - Add to MetaCart
Although avatars may resemble animated communicating interface agents, they have for the most part not profited from recent research into autonomous systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often resemble humans (with a head, hands, and a body) they are incapable of representing the kinds of knowledge that humans have about how to use the body during communication. Their appearance does not translate into increased communicative bandwidth. Face-to-face conversation among humans, however, does make extensive use of the visual channel for interaction management where many subtle and even involuntary cues are read from stance, gaze and gesture. We argue that the modeling and animation of such fundamental behavior is crucial for the credibility and effectiveness of the virtual interaction in chat. By treating the avatar as a communicative agent, we propose a method to automate the...

Making Web Sites Be Places for Social Interaction," presented at Computer Supported Cooperative Work

by Andreas Girgensohn, Alison Lee , 2002
"... Technology can play an important role in enabling people to interact with each other. The Web is one such technology with the affordances for sharing information and for connecting people to people. In this paper, we describe the design of two social interaction Web sites for two different social gr ..."
Abstract - Cited by 50 (6 self) - Add to MetaCart
Technology can play an important role in enabling people to interact with each other. The Web is one such technology with the affordances for sharing information and for connecting people to people. In this paper, we describe the design of two social interaction Web sites for two different social groups. We review several related efforts to provide principles for creating social interaction environments and describe the specific principles that guided our design. To examine the effectiveness of the two sites, we analyze the usage data. Finally, we discuss approaches for encouraging participation and lessons learned.
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...ividual people pages. Various options were considered in the design of the profile; real-life details about the person, a verifiable pseudonym as in eBay; or registered anonymity as in MOOSE Crossing =-=[3]-=-. The real-life option was chosen in both cases because people were expected to meet and interact both online and face-to-face. Because Portkey was a closed community, all profiles were created by the...

Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design, Educational Technology Research and Development,Vol.53(2

by Michele D. Dickey - Differences in the views of Developers and Players, Personal Technologies , 2005
"... Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay. ” These strategies and tactics may provide instructional designers with new methods ..."
Abstract - Cited by 48 (2 self) - Add to MetaCart
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay. ” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of
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...A variety of research about the educational use of virtual communities has addressed the value of learners taking on multiple personae or creating unique identities in computer-mediated environments (=-=Bruckman, 1997-=-; Bruckman & Resnick, 1995; Dede, 1995, 2000; Riner, 1996; Turkle, 1995). Among the benefits noted are a reduction of inhibitions, the development of peer role models, role reversals between students,...

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