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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Children's Socio-Emotional Learning Enhanced by Tangibles for Group Activities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mehdi Rizvi</string-name>
          <email>srizvi@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, Free University of Bozen-Bolzano Piazza Domenicani 3</institution>
          ,
          <addr-line>39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>37</fpage>
      <lpage>45</lpage>
      <abstract>
        <p>Teaching children how to behave socially and how to identify and react to emotions forms the basis of social-emotional learning. So far little research in interaction design has been devoted to tangible interactive objects that can support the sca olding of children's socio-emotional learning. This PhD research aims to design and evaluate tangible interactive objects for enhancing children's social-emotional learning experience, working in close collaboration with an interdisciplinary team, with experts of interaction design and education.</p>
      </abstract>
      <kwd-group>
        <kwd>Playful Experience Design</kwd>
        <kwd>Socio-emotional Learning</kwd>
        <kwd>Tangible Interaction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Learning to communicate means fostering socio-emotional learning (SEL) for
connecting with others, exchanging ideas and feelings. In the education domain,
there are di erent SEL guidelines for promoting positive social interactions [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
A number of them are based on activities for small groups, of 2 to 6
members. According to [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], 55% of teens spend time every day by exchanging text
messages with friends, but only 25% of them spend time with friends outside
of school, face-to-face. That and concerns voiced by educators and education
researchers [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] indicate why children need SEL synchronous group activities,
centered around face to face conversations, at the same time, in the same place.
      </p>
      <p>
        As substantiated in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], interaction design (ID) can help tackle a number
of challenges that are faced in such activities, by balancing usability, user
experience and instructional SEL goals, e.g., [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. In the areas of collaborative
learning and cooperative work, ID researchers have extensively explored the role
of computer or mobile based solutions for supporting human-to-human
interaction, usually asynchronous, e.g., [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. However, in educational contexts, SEL
also requires unobtrusive support for conversation-based SEL synchronous group
activities (SEL group activities, henceforth). In line with [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], tangible ID
solutions (brie y, tangibles) can provide children with such support, by engaging
di erent children and creating fair SEL opportunities for all. Moreover,
tangibles also have the potential to assist educators and aid them in the sca olding
of SEL group activities, e.g., by tracing relevant interaction data and displaying
them conveniently.
      </p>
      <p>This paper and the related research are based on the idea that tangibles can
support SEL group activities with children, and assist teachers in the
instructional process. Each tangible should target a main instructional goal, related to
SEL, and at the same time be usable and enhance its users' experience.</p>
      <p>The paper starts by reviewing related work, relevant for the reported research
work. The literature analysis points to research questions and directions, which
are explored next in the paper, together with the chosen research methodology.
Then the paper presents a speci c tangible as proof-of-concept ID solution for
SEL group activities. The paper concludes by recapping its contributions and
re ecting on possible future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>In spite of their potentials for educational contexts, so far little research in
ID has been devoted to tangibles for SEL group activities with children. Most
work done is primarily focused on adults in work related meetings instead of
children in educational settings. Even so, key ideas behind those ID solutions
can aid in the design of tangibles for children. Many such solutions are based
on tabletop devices, whereas others are wearables or ID alternative solutions
for meetings with adults. Some solutions give direct feedback to groups whereas
others choose not to do so. Speci c solutions for synchronous group activities in
educational contexts exist as well, and can be source of inspiration for the PhD
research reported in the paper. All relevant solutions are brie y overviewed in
the remainder of this section.
2.1</p>
      <sec id="sec-2-1">
        <title>Interactive Solutions for Meetings</title>
        <p>
          In [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], authors present a prototype with visualization showing group
dynamics projected on a tabletop. These visualizations include a comparison of the
total versus current talk time of each user. It also shows how much attention
the speaker is giving to other participants while speaking and in turn how much
attention other users are giving to the speaker. Although the system does not
have tangible or interactive components, it provides a good way to self re ect
and may encourage a user to change their conversation behaviour according to
how it is being perceived by others.
        </p>
        <p>
          Besides tabletop or screen-based solutions, alternative solutions also exist in
the literature. Grouper is one such solution for coordinating team work [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
Developed as a proof-of-concept wireless wearable, it is a group coordinator:
through sensory cues, it alerts its users to pay attention to the leader or
current speaker of the group. However, users have to wear di erent modules to get
sensory cues.
        </p>
        <p>
          Finally, Interactive Benches [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] also aim to promote collaboration and
conversation. Benches communicate with each other and light up to encourage
people to sit closer. Users are awarded a symbolic reward, namely, a \light show",
in case all suggested benches are occupied by users.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Interactive Solutions for Meetings with Individual Feedback</title>
        <p>
          Some solutions, although still focused on group conversations, only provide
feedback to individuals rather than the whole group. Such solutions give personal
feedback not visible to others in order to encourage users to participate more.
In [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], a group-conversation device was designed to act as an automated
facilitator to support the ow of conversation in 4-member groups. Each group
member sits facing a personal screen, indicating the current speaker. There is
also an option to give direct textual cues about how to progress further. It is
important to note that some \shy" users reported to feel uncomfortable with
the visualisation of their under-participation, in line with the empirical results
of [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          Ambient Conversation Support System (ACSS) [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] has a focus on small
synchronous group meetings but it is not designed speci cally for children. ACSS
uses micro-electronics and LEDs to mediate the conversation by signaling if a
user has been silent for too long a time. Users may or may not see other users'
LEDs based on the ACSS mode, i.e., private or public. Most importantly, ACSS
does not aim at enhancing self-re ection on conversation patterns and hence
does not give users any visual or other kind of feedback on the conversation
progress.
        </p>
        <p>
          Switch [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] is designed to promote quick and e ective decision-making in
meetings. The system identi es and records the actions, speech and body movements
of each user. The chairs of the users have an embedded mechanism to change
the temperature of the chair to cold or warm. This is intended to be used as a
cue or feedback. It is based on the assumption that colder temperature would
encourage calm behavior whereas a warmer temperature would encourage action
or debate. At the end of the session, the system noti es the users about their
performance via email.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Technology Enhanced Solutions for Educational Contexts</title>
        <p>
          Few tabletop or screen-based solutions focus on kindergarten children and enable
them to exchange and manipulate objects through their surface. For example,
Ely the Explorer [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] is intended for school children for fostering collaboration
through the exchange of physical objects. In this solution, each child uses physical
objects such as dolls, rotary knobs and RFID cards to interact with the system,
which interacts back with the children through animations. The animations are
designed in such a manner to encourage discussion. All such solutions, however,
do not aim at conveying speci c conversation norms.
        </p>
        <p>
          Other technology-enhanced solutions for educational contexts tend to record
and analyse the interaction but avoid giving any live feedback in order to avoid
any possible hindrance in the main activity. Speci cally, in collaborative learning
studies, reported in [
          <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
          ], university students used a shared surface or screen
which is touch sensitive, while data, such as verbal communication and gestures,
is recorded. Students collaborate through the shared work-space, but they are
not given any live input or feedback for their collaboration. In the later of the
two studies [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ], the teacher however received live information on collaboration
through her hand held device called the teacher's dashboard.
        </p>
        <p>
          As inclusiveness and accessibility for di erent users is also important,
especially for children who are at risk of isolation in social activities at school, the
literature of inclusive and accessible design counts several interactive solutions,
which are often designed according to their speci c users' needs. For example, in
a study [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], head-mounted displays were used to help deaf users localize sound
in order to be e ectively part of a group conversation or activity.
        </p>
        <p>
          SocialMirror [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] is instead focused on helping individuals with autism by
displaying comments and suggestions by family and friends, but the idea can be
transferred to team-work settings.
        </p>
        <p>
          Another tool called whatsup [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], although not speci cally designed for
conversation based activities, has the potential to be used as such. It is intended to
be used as an individual assistive kit for children with autism by promoting
explorative learning, experience sharing, time-management etc. Use of such devices
in a group setting can be bene cial especially for children who are physically or
mentally more challenged as compared to others.
3
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Research Questions and Methodology</title>
      <sec id="sec-3-1">
        <title>Research Questions</title>
        <p>The goal of the PhD research, as outlined in this paper, is to design tangibles
for SEL group activities with children. It is expected that each tangible has its
main SEL goal for educational contexts, that require group conversation. The
research work has thus been framed around the following two main questions,
one considering children, the other considering educators and their requirements
for such tangibles.</p>
        <p>First Research Question. How can we design tangibles that enhance children's
experience with SEL group activities, focusing on conversation? Answering the
question requires to set requirements and guidelines for the design of tangibles
that can enhance the experience of di erent children in SEL group activities,
revolving around conversation, in educational contexts.</p>
        <p>Second Research Question. How can we design tangibles that enhance
educators' experience with SEL group activities focusing on conversation? Normally
the focus of SEL is on children, and within a classroom environment. Designing
tangibles that take care of educators and enhance their experience of children's
SEL requirements means involving educators as well in the design process, and
considering their needs. For this reason, educators, besides education experts,
were involved in the context of analysis of tangibles and in their evaluation.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Research Methodology and Initial Research Answers</title>
        <p>This PhD work follows the User eXperience design methodology with a Lean
Approach. Starting with the context of use analysis, it would consist of successive
cycles of prototyping and evaluation until satisfactory results are achieved.
Keeping this in mind, a number of prototypes, each having a certain SEL goal, are
being rapidly prototyped, evaluated with domain-experts then evaluated with
users. Changes are made in the design according to evaluation results, and the
cycle continues.</p>
        <p>
          As this research work is focused on technology for children and education
contexts, it poses a number of speci c challenges and requirements di erent
than those faced by ID solutions for adults and work or leisure contexts. Critical
requirements were initially formulated on the basis of the context of use analysis,
based on previous studies, e.g., [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] as well as contextual inquiries with
education experts. The requirements were revised in light of evaluation results, and
can be distinguished into: usability requirements; user experience requirements;
instructional requirements depending on the SEL goals of tangibles. They are
brie y listed in the following.
        </p>
        <p>
          Relevant usability requirements for tangibles is that they should be
understandable and e ective in teaching SEL goals to children, according to their age
group. They should be easy to learn, with minimum training [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          Tangibles should at the same time enhance the experience of their users
with SEL group activities. In the case of children, that means that tangibles
should be perceived playful by children in order to make their use engaging
for children. Gami cation can then be used, as in [
          <xref ref-type="bibr" rid="ref11 ref12 ref15">12, 11, 15</xref>
          ], in order to make
children perceive tangibles as playful and engage them in SEL group activities.
In the case of teachers, tangibles should be perceived helpful, e.g., they should
help teachers assess group conversation behaviours and possible improvements,
as well as areas of intervention.
        </p>
        <p>Other requirements depend crucially on the SEL goals of tangibles. In
general, since SEL group activities are usually centered around conversation, all
tangibles should aid in the achievement of positive conversation habits, but
what these are and how they can be helpful, depends on their speci c SEL goal.</p>
        <p>The remainder of this paper advances the design of TurnTalk, a tangible for
SEL group activities requiring conversation. The paper uses it as a design case
to show how requirements and the above research questions were translated into
design choices.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>The Turn-Talk Design Case</title>
      <p>
        The turn-sharing in talking is a base norm for conversation in SEL group
activities, but it takes considerable sca olding support by teachers, mainly. TurnTalk
is a tangible that aims to promote children's awareness of the norm and re
ection on conversation patterns so as to stir a balanced conversation, in which
all children are engaged. See Fig. 1. In line with the requirements listed above
and its design goal, TurnTalk was designed so as to be unobtrusive and playful
for children, as well as a ordable for them. Details of a TurnTalk prototype are
in [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <p>The main physical components of TurnTalk are: play-cards; a
pentagonshaped tabletop device; rewards, e.g., plastic coins. The turn-card is a 3D printed
card, personalised for each group member and identifying him or her. Each
member plays his or her play-card on the pentagon-shaped tabletop device in Fig. 1
to take his/her turn in talking. The pentagon device hides economical
microelectronics components: an Arduino UNO micro-controller, sensors and actuators.
They enable two things: (1) the interaction with children; (2) the storage and
processing of social interaction data, starting with the number of turns taken
by each member. In particular, the pentagon displays visual feedback, through
LED strips, concerning how often each child has taken turns in speaking with
his/her card, and showing the child's progression in the conversation. The visual
feedback is designed so as to be playful, unobtrusive (e.g., without sound as it
may interrupt conversations) and yet usable for teachers, watching the group
from a distance or analyzing the data later. Moreover, its timing can be adapted
by teachers. For instance, the visual feedback could be given during a
conversation, at speci c moments chosen by the teacher; or it could be delivered only at
the end of the conversation-based group activity.</p>
      <p>Moreover, TurnTalk was designed so as to be portable device for a single
educator of a class, and not-expensive for being easily replicated for an entire
class using 3D printing and o -the-shelf electronic components.</p>
      <p>As per the research methodology (explained in section 3.2) selected for this
research work, the TurnTalk prototype is already evolving by going through
repeated cycles of design and evaluation. The device was initially tested with
experts of ID and child development and then it was tested with children in a
controlled study.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Expected Research Advancements</title>
      <p>
        This paper gives the research motivations, context and questions of my PhD.
In order to make my research questions concrete, this paper also presents the
design case of TurnTalk, a tangible for the sca olding of the turn-sharing norm in
groups of children. The research so far conducted for my PhD, published in [
        <xref ref-type="bibr" rid="ref16 ref25">16,
25</xref>
        ] shows that unobtrusive technology and play can assist in supporting and
enhancing SEL group activities with children. Forthcoming evaluation studies
with children will allow me to evaluate design choices and directions further.
      </p>
      <p>
        The research so far conducted, however, has already highlighted the
importance of an even more general and ambitious goal for my PhD research and
tangible design in general: how to design tangibles that \teach and disappear"
so that the bene ts of tangibles are still available if the support of technology
progressively fades, in line with the challenges for ID put forward in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
    </sec>
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