Designing Educational Products for Children PowerPoint PPT Presentation

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Title: Designing Educational Products for Children


1
Designing Educational Products for Children
  • by Kimberly Tee
  • Outline
  • Toys, Games, and Software
  • 3 Case Studies
  • Things to Consider

2
Educational Toys
  • academic toys
  • focus on reading, writing, arithmetic
  • skill drills
  • enrichment toys
  • add to general knowledge
  • tend to be interactive

Barbie B-Smart and Stylish Compact, Oregon
Scientific
LEGO Mindstorms, LEGO
Explorer Globe, Leap Frog
3
(Electronic) Educational Games
  • for school
  • motivate learning by making it fun
  • focus on curriculum
  • for home
  • simulation or quest-based
  • secondarily educational

Prime Climb, E-GEMS
Roller Coaster Tycoon, Atari
Where in the World is Carmen Sandiego?, The
Learning Company
4
Educational Software
  • computer aided instruction
  • computer replaces teacher
  • individualized, one-on-one tutoring
  • applications
  • story-telling, creative writing
  • desktop publishing, movie-making

Andes, University of Pittsburgh
Creative Writer 2, Microsoft
5
Case Studies
  • MIT LEGO
  • user observation
  • E-GEMS (UBC Electronic Arts)
  • participatory design
  • Microsoft
  • usability research

6
MIT LEGO (1/4)
  • constructivist theory
  • knowledge is built by the learner, not supplied
    by the teacher
  • promotes active inquiry, investigation, and
    constructing new understandings
  • constructionism
  • new ideas are most likely created when learners
    are actively engaged in building artifacts

7
MIT LEGO (2/4)
  • LEGO/Logo
  • 1984 MIT begins collaboration with LEGO
  • LEGO Technic Logo
  • LEGO/Logo in classrooms
  • limitation
  • had to be connected to desktop computer

http//www.mmem.spschools.org/grade5science/mechan
ismselectric/legologo.html
Resnick, M. and Ocko, S. (1991). LEGO-Logo
Learning Through and About Design".
8
MIT LEGO (3/4)
  • next-generation
  • fit computer into a LEGO brick
  • design concerns size, weight, of
    inputs/outputs, LCD screen?, battery life
  • Programmable Brick

Programmable Brick, MIT and LEGO
Beland, C., Chan, W., Clarke, D., Park, R. and
Trupiano, M. (2000). LEGO Mindstorms The
Structure of an Engineering (R)evolution.
9
MIT LEGO (4/4)
  • RCX brick
  • Programmable Brick as prototype
  • cost-effective and robust
  • LEGO Mindstorms
  • launched in 1998
  • 80,000 units sold in first three months

RCX Brick, LEGO
http//www.hssd.k12.wi.us/FG/KarlWeb/team/JB.htm
10
E-GEMS (1/3)
  • exploratory learning
  • learning by doing
  • encourages the learner to explore and experiment
  • collaborative learning
  • students work together to explore a question or
    to attain a group goal

11
E-GEMS (2/3)
  • participatory design process
  • four classrooms equipped with computer
  • students kept journals
  • weekly visits from E-GEMS researcher
  • observed students using computer
  • interviewed students
  • class discussions about the games
  • monthly meetings with teachers

12
E-GEMS (3/3)
  • guidelines
  • 7-10 years old ideal design partners
  • more than one child on team
  • more than one adult on team
  • use diverse low-tech prototyping tools
  • Counting on Frank
  • commercialized in 1994

Counting on Frank, Electronic Arts
13
Microsoft (1/3)
  • Microsoft Kids product teams
  • develop software and hardware
  • design concerns
  • components of a fun product
  • control, challenge
  • ease of use critical to success

Actimates Interactive Barney, Microsoft and Lyons
Partnership
The Magic School Bus Explores in the Age of
Dinosaurs, Microsoft and Scholastic
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Microsoft (2/3)
  • Usability Research Techniques

15
Microsoft (3/3)
  • guidelines
  • preschool vs. elementary vs. middle school
  • emphasize
  • the product is being tested, not the child
  • the childs role is important
  • set childrens expectations
  • break complex tasks into smaller activities
  • offer generic positive feedback
  • behavioural cues are more reliable than responses

16
Involving Children in Design
  • different from adults
  • while children may not be programmers or
    engineers, they are experts in what they want and
    why they want it

17
Things to Consider
  • educational products for school
  • teachers are stakeholders
  • how to accommodate a variety of playing and
    learning styles?
  • how to determine how educational products are?
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