Title: Designing Educational Products for Children
1Designing Educational Products for Children
- Outline
- Toys, Games, and Software
- 3 Case Studies
- Things to Consider
2Educational 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
4Educational 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
5Case Studies
- MIT LEGO
- user observation
- E-GEMS (UBC Electronic Arts)
- participatory design
- Microsoft
- usability research
6MIT 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
7MIT 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".
8MIT 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.
9MIT 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
10E-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
11E-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
12E-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
13Microsoft (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
14Microsoft (2/3)
- Usability Research Techniques
15Microsoft (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
16Involving 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
17Things 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?