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arXiv 2411.03213cs.HCcs.RO
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什么让教育机器人游戏有趣?儿童设计理念的框架分析

What Makes an Educational Robot Game Fun? Framework Analysis of Children's Design Ideas

Faculty of Engineering, University of Waterloo(滑铁卢大学工程学院);Games Institute, University of Waterloo(滑铁卢大学游戏研究院)

Elaheh Sanoubari, John Edison Muñoz, Ali Yamini, Neil Randall, Kerstni Dautenhahn

AI总结:

本研究通过框架分析儿童设计理念,识别出28个乐趣元素,为社交机器人教育游戏REMind的设计提供指导,以促进儿童对欺凌的旁观者干预。

摘要:

乐趣通过增强动机、积极参与和知识保持,成为学习的催化剂。随着社交机器人作为教育工具日益受到关注,理解如何利用其独特功能来培养乐趣变得至关重要。本研究探讨了涉及社交机器人的教育游戏中的乐趣概念,以支持REMind的设计:一款旨在鼓励儿童对同伴欺凌进行旁观者干预的机器人中介角色扮演游戏。为了将乐趣元素融入REMind的设计中,我们进行了一项以用户为中心的“通过设计研究”(RtD)研究,与儿童焦点小组合作,以更深入地理解他们对乐趣的感知。我们使用框架分析并利用LeBlanc的游戏乐趣分类法分析了儿童的想法,识别出28个可融入机器人中介游戏的乐趣元素。我们呈现了观察结果,讨论了它们对REMind设计的影响,并为设计使用社交机器人的有趣教育游戏提供了建议。

英文摘要:

Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun becomes crucial. This research investigates the concept of fun in educational games involving social robots to support the design of REMind:a robot-mediated role-play game aimed at encouraging bystander intervention against peer bullying among children. To incorporate fun elements into design of REMind, we conducted a user-centered Research through Design (RtD) study with focus groups of children to gain a deeper understanding of their perceptions of fun. We analyzed children's ideas by using Framework Analysis and leveraging LeBlanc's Taxonomy of Game Pleasures and identified 28 elements of fun that can be incorporated into robot-mediated games. We present our observations, discuss their impact on REMind's design, and offer recommendations for designing fun educational games using social robots.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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