=Paper= {{Paper |id=Vol-2327/UIoT6 |storemode=property |title=Impact of Voice-based Interaction on Learning Practices and Behavior of Children |pdfUrl=https://ceur-ws.org/Vol-2327/IUI19WS-IUIoT-6.pdf |volume=Vol-2327 |authors=Subhasree Sengupta,Radhika Garg |dblpUrl=https://dblp.org/rec/conf/iui/SenguptaG19 }} ==Impact of Voice-based Interaction on Learning Practices and Behavior of Children== https://ceur-ws.org/Vol-2327/IUI19WS-IUIoT-6.pdf
     Impact of Voice-based Interaction on Learning Practices and
                        Behavior of Children
                            Subhasree Sengupta                                                                Radhika Garg
                        School of Information Studies                                                 School of Information Studies
                            Syracuse University                                                           Syracuse University
                             Syracuse, NY, USA                                                             Syracuse, NY, USA
                             susengup@syr.edu                                                               rgarg01@syr.edu

ABSTRACT                                                                               1   INTRODUCTION
Smart devices have become an integral part of the everyday lives                       Today, various types of smart devices are deeply integrated in our
of children. Today, children can even use voice-based interactions                     day to day lives. The use of technology has increased not only for
to interact with devices for a wide range of activities. Previous                      adults but also for children, be it as a source of entertainment or as
research has shown that voice-driven interfaces have a potential                       a learning aid. So much so, that the exposure and use of technology
to offer a potent new mechanism for teaching, engaging, and sup-                       has been considered as a crucial influence on the process of learn-
porting children in daily life. Our paper, therefore, argues that it is                ing and development of children [5]. Bower and Sturman demon-
critical not only to investigate how children use voice-based inter-                   strated that wearable devices offer a range of pedagogical uses
actions to communicate with devices (e.g., smart speakers) but also                    (in-situ contextual information, recording, simulation, communica-
the nature of relationships that children form with these devices,                     tion, first-person view, in-situ guidance, feedback, distribution and
the influence such use has on children’s learning and behavior,                        gamification), afford benefits to educational quality (engagement,
and the role that parents or guardians play in deciding the norms                      efficiency, and presence), and provide logistical advantages (hands-
of use for children. We also propose to explicitly and intricately                     free access and free up space) in a class room setting [2]. More
investigate complexities in use and its impact relative to entangled                   recently, smart devices (e.g., smart phones, tablets, smart speakers)
identities (conveyed through overlapping attributes of gender, eth-                    have started to offer conversational assistants (e.g., Amazon Alexa,
nicity, race, class) and larger social systems. To this end, we propose                Siri, and Google Now) that lend flexible means of interacting with
to use Social Learning Theory to understand how children learn                         the device. Due to the presence of such voice assistants, children no
through observing and interacting with smart devices, specifically                     longer need to read or write to be able to interact with the devices
using voice-based commands. Methodologically, we will conduct                          [9]. As the amount of background information a child needs to use
participatory design sessions and follow-up interviews to get a                        these devices has reduced, it can have an impact in the information
nuanced understanding of how children mentally contextualize                           seeking, behavioral (e.g., children might imitate and emulate certain
voice-enabled smart devices and how social influence (e.g., parental                   characteristics of these devices), and learning practices pursued by
expectation/norms), social function of identification (e.g., children’s                children and the factors that affect these practices. Hence, in this pa-
emotional connection with technology), and learning goals impact                       per we argue that it is critical to investigate how and why children
their usage patterns.                                                                  are using these devices (e.g., voice-connected speakers), and the
                                                                                       influence voice-based interactions with devices has on children’s
CCS CONCEPTS                                                                           behavior and learning practices.
                                                                                          We propose to investigate this issue through the lens of Ban-
• Human-centered computing → User studies; Empirical stud-
                                                                                       dura’s Social Learning Theory (SLT). It explains ‘observational
ies in HCI; Scenario-based design; Participatory design.
                                                                                       learning’ in terms of how people learn through observing othersfi
                                                                                       behavior, attitudes, and the outcomes (penalty or reward) one might
KEYWORDS                                                                               incur due to such a behavior [1]. However, SLT is a complex and
Voice-based interactions; Children’s behavior and learning prac-                       subjective concept with many different facets to it, exploring all
tices; Social learning theory; Parasocial relationships                                of which is beyond the scope of this study. Therefore, to under-
                                                                                       stand ‘observational learning’ our study centers around the three
ACM Reference Format:                                                                  social factors provided by Over et al [10]. These three factors are:
Subhasree Sengupta and Radhika Garg. 2019. Impact of Voice-based Interac-              social function of identification (parasocial relationships), the type
tion on Learning Practices and Behavior of Children. In Joint Proceedings of           of role that children associate with voice assistants; learning goals,
the ACM IUI 2019 Workshops, Los Angeles, USA, March 20, 2019. ACM, New                 the type of learning tasks that children use voice assistants for;
York, NY, USA, 3 pages.
                                                                                       social norms and customs, particularly focussing on the role that
                                                                                       parents/guardians play in regulating children’s use of technology.
                                                                                       Therefore, we will investigate three fundamental research questions
                                                                                       in this paper:
IUI Workshops’19, March 20, 2019, Los Angeles, USA
Copyright © 2019 for the individual papers by the papers’ authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.                                                                                   • RQ1: What are the type of parasocial relationships that child
                                                                                             form with the voice-enabled smart devices?
IUI Workshops’19, March 20, 2019, Los Angeles, USA                                                                   Sengupta and Garg, et al.


    • RQ2: What are the type of learning objectives or tasks that          learning goals of children. For example, if a child does not know
      children are interested to use voice-enabled smart devices           how to do something and wants to learn about it, he/she may ask the
      for and how parasocial relationships may or may not impact           device for help and use the information gained from these devices
      those?                                                               to perform that task. Preliminary work by Lovato et al. highlighted
    • RQ3: How do social norms and customs (especially those               that children in general either ‘explore’ voice assistants such as
      instilled/followed by parents and guardians) affect the way          Siri and Google Now or use them to ‘seek new information’ [9]. In
      children use voice-connected smart devices?                          ‘exploration’ children use the voice assistants for fun and are even
                                                                           able to develop a bond with the voice assistants. In ‘information
   To answer these questions we aim to conduct Participatory De-
                                                                           seeking’ children use the voice assistants to find facts and develop
sign (PD) sessions and set of interviews with design groups consist-
                                                                           knowledge base. Both these forms of use have impact on children’s
ing of children from different age groups: 7- 9 years, 10-12 years
                                                                           development. However, the main source of data for their study
and 13-17 years. This will enable us to investigate the role age and
                                                                           were Youtube videos of children’s activity, which might not be
gender of children within the context of our research questions. For
                                                                           representative of children’s actual usage patterns. We aim to add
example, we will explore if the nature of parasocial relations/role
                                                                           to this work, by investigating actual logs of voice commands to
that younger children associate with voice-enabled smart devices
                                                                           understand the categories of use. Further, usage patterns can greatly
differ from those that older children associate with these devices.
                                                                           differ by age and gender, thus while annotating the voice commands
                                                                           we will also explore how usage differs based on age and gender. In
2   BACKGROUND AND RELATED WORK                                            order to understand this better we will conduct a design session
In this section we first discuss the framework by Over et al [10]          to investigate the kind of devices children would like to use for
that acts as a foundation of our proposed study. Then, we discuss          varying learning goals that they might have the role of parasocial
prior studies that have looked into what type of activities children       relationships in this process.
are using voice-enabled devices for, parental role in use of voice-           Role of parents: The final influencing factor that Over et al. [10]
enabled devices by children, and type and influence of parasocial          put forth is ‘social influence’, which comprises of social customs,
relationships that children develop with such devices.                     expectations, and norms that might affect the way children use or
    Oven et al. highlighted three crucial factors that impact the selec-   communicate with a device. Particularly we will focus on the role
tivity in ’observational learning’ (i.e the fact that people selectively   parents or guardians play a key in role in introducing a smart device
choose to imitate or emulate certain behavior they observe) [10].          to children and establishing norms of use and the extent of use, and
These factors were used to operationalize SLT to be able to under-         children’s use of devices might also be influenced by the way their
stand children’s use, how they relate with these devices, and how          parents or other older members of the family use these devices.
it impacts their learning practices.                                       Cheng et al. presented four roles parents play in helping children
    Parasocial relationships: The first factor that Over et al. [10]       communicate with voice-controlled devices [4]. Parents may also
stated is ‘social function of identification’ that explains that chil-     help establish boundaries for device usage by children as illustrated
dren emulate and establish an emotional connection with those              by related work (e.g., [8]). They may control the amount of time,
they feel they resemble or want to be like. For example, they may          the type of content and the nature of interactions children may
find the voice of a device relatable or they may find a character in       have with these devices thereby influencing the learning practices
a game that they play on a device relatable and start to personate         of children. Hiniker et al. demonstrated that parents are vital in
the characteristics of those. More importantly, children sometimes         scaffolding children’s use of a novel/relatively newer technology
assert roles (such as friend, mentor, pet) to these devices thereby        [8]. Therefore, we propose to expand on prior work by including
personifying them and forming a relationship with these devices.           parents in PD sessions to identify how they support or regulate
These sort of connections have also been termed as parasocial re-          children’s use of voice-connected devices for learning, and how
lationships (i.e., one-sided, emotionally driven relationships that        this differs by age and gender of children.
children develop with media characters) [3, 7]. Druga et al. demon-
strated that the ability to have voice-based interactions, elements        3     PROPOSED METHOD
of social realism, and human-like characteristics makes these smart
                                                                           Our study will be conducted in following two stages:
devices more relatable and easy to use for children [6]. Brunick et
al. [3] highlighted how parasocial relationships can be useful for
developing educational tools for children by embedding in intel-           3.1    Historical Log Analysis
ligence agents ability to generate parasocial interactions, such as        In this stage we will deploy a survey on Amazon Mechanical Turk
conversational timing and response personalization. Gray et al [7]         (AMT) to collect children’s voice history logs comprising of their
emphasized that factors such as social realism and personification         interactions with smart speakers. The survey will also consist of
should be considered when designing an intelligent agent for chil-         questions on on family structure, number of children in families,
dren. Therefore, we propose to explore the type of relationships           types of smart speakers. The primary goal of the survey is to an-
children form particularly with voice-enabled smart devices and            notate voice history logs to get an understanding of the type of
how that impacts the type of learning goals that children use these        activities that children use smart speakers for and get an estimate
devices for.                                                               of the percentage of those used for learning. Further, we will also
    Learning goals: The second factor that Over et al. [10] put forth      analyze how the usage patterns, learning tasks differ by age and
is ‘learning goals’, which includes self-established or self-motivated     gender of children.
Impact of Voice-based Interaction on Learning Practices and Behavior of Children IUI Workshops’19, March 20, 2019, Los Angeles, USA


3.2    Participatory Design Sessions                                       devices and how social influence (e.g., parental expectation/norms),
In second stage we will employ Cooperative Inquiry [11] for con-           social function of identification (e.g., children’s emotional connec-
ducting PD sessions that will focus on co-designing devices/technology     tion with technology), and learning goals impact their usage pat-
with children that they might like to use for learning. Each of these      terns. To this end, we propose to employ both historical log analysis
sessions will be divided in two parts, the first part called circle time   and participatory design sessions.
will be used to help the participant better contextualize the task
they are about to do in the session and the second part will be the        REFERENCES
                                                                            [1] Albert Bandura. 1977. Social learning theory. Prentice Hall.
actual design prompt based on which the participants will perform           [2] Matt Bower and Daniel Sturman. 2015. What are the educational affordances of
a design activity.                                                              wearable technologies? Computers & Education 88 (2015), 343–353.
   Design Session 1 (DS1)                                                   [3] Kaitlin L Brunick, Marisa M Putnam, Lauren E McGarry, Melissa N Richards, and
                                                                                Sandra L Calvert. 2016. Children’s future parasocial relationships with media
   Prior research has shown that children perceive interactive media            characters: the age of intelligent characters. Journal of Children and Media 10, 2
characters as enjoyable companions and develop different paraso-                (2016), 181–190.
cial relationship with them. Therefore, the design session will begin       [4] Yi Cheng, Kate Yen, Yeqi Chen, Sijin Chen, and Alexis Hiniker. 2018. Why Doesn't
                                                                                It Work? Voice-Driven Interfaces and Young Children's Communication Repair
with the circle time (15 minutes), where we will ask participants to            Strategies. In Proceedings of the 17th ACM Conference on Interaction Design and
share with us their favorite cartoon or media character. The aim of             Children. ACM, 337–348.
                                                                            [5] Cynthia Chiong and Carly Shuler. 2010. Learning: Is there an app for that. In
circle time is to ask “question of the day” to get adults and children          Investigations of young children's usage and learning with mobile devices and apps.
started. After that we will ask them to design an interactive tech-             New York: The Joan Ganz Cooney Center at Sesame Workshop. 13–20.
nology/device to identify kind of roles children would like the such        [6] Stefania Druga, Randi Williams, Cynthia Breazeal, and Mitchel Resnick. 2017.
                                                                                Hey Google is it OK if I eat you?: Initial Explorations in Child-Agent Interaction.
devices to take, specifically as they use them for various learning             In Proceedings of the 2017 Conference on Interaction Design and Children. ACM,
tasks (e.g explore unknown facts, improve their language skills, or             595–600.
to help them to hone their deductive reasoning). We will utilize            [7] James H Gray, Emily Reardon, and Jennifer A Kotler. 2017. Designing for Paraso-
                                                                                cial Relationships and Learning: Linear Video, Interactive Media, and Artificial
Bags-of-stuff, Big Paper and Layered Elaboration PD techniques [11].            Intelligence. In Proceedings of the 2017 Conference on Interaction Design and Chil-
Through such activities we will investigate two things: 1) The type             dren. ACM, 227–237.
                                                                            [8] Alexis Hiniker, Bongshin Lee, Kiley Sobel, and Eun Kyoung Choe. 2017. Plan &
of parasocial roles that children see these smart devices to take,              play: supporting intentional media use in early childhood. In Proceedings of the
and 2) the connection between the parasocial role and the type of               2017 Conference on Interaction Design and Children. ACM, 85–95.
learning task.                                                              [9] Silvia Lovato and Anne Marie Piper. 2015. Siri, is this you?: Understanding
                                                                                young children’s interactions with voice input systems. In Proceedings of the 14th
   Design Session 2 (DS2)                                                       International Conference on Interaction Design and Children. ACM, 335–338.
   In this design session we will elicit information regarding how         [10] Harriet Over and Malinda Carpenter. 2012. Putting the social into social learning:
children think about using different speech agents (e.g, Amazon                 explaining both selectivity and fidelity in children’s copying behavior. Journal of
                                                                                Comparative Psychology 126, 2 (2012), 182.
Alexa, Google Now) for various learning tasks, using Stickies PD           [11] Greg Walsh, Elizabeth Foss, Jason Yip, and Allison Druin. 2013. FACIT PD: a
[11] technique. The circle time prompt for this session will ask                framework for analysis and creation of intergenerational techniques for par-
                                                                                ticipatory design. In proceedings of the SIGCHI Conference on Human Factors in
participants how they (would) use a device/technology to explore                Computing Systems. ACM, 2893–2902.
a fact they wish to learn about. The design prompt ask participants
to note what they liked, disliked or would like to improve based on
the current devices, using the design technique of Stickies.
   Design Session 3 (DS3)
   In the final session we will use Stickies [11], Layered Elaboration
[11] as design methods to have children and parent revisit design
ideas that children built in DS1 and build them with the help of
parents/guardians. One of the member of the research team will
present the ideas generated during DS1 through storyboards. The
circle time prompt will have participants think about how parents
influence children’s use of technology. For the design prompt, the
parents and children will be then asked to explain their likes, dis-
likes, and further design ideas. In such a way parents and children
would work together to make the storyboards better based on each
other’s ideas and opinions. For example, parents might want to
include the possibility of regulating children’s use (e.g., permitted
duration, tone of the device) in the designs proposed by children.


4     CONCLUSION
Our position paper proposes to investigate how voice-based interac-
tions with smart devices are affecting or can affect learning practices
of children. Particularly, we use the three factors by Oven et al. to
operationalize the use of SLT as a tool to answer our research ques-
tions on how children mentally contextualize voice-enabled smart