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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Mental state attribution to educational robots: an experience with children in primary school</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cristina Gena</string-name>
          <email>cristina.gena@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sara Capecchi</string-name>
          <email>sara.capecchi@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Department, University of Turin</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Laboratorio Informatica e Scuola</institution>
          ,
          <addr-line>CINI</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The work presented in this paper was carried out in the context of the project Girls and boys: one day at university1 promoted by the City of Turin together with the University of Turin. We were responsible for two educational activities on i) robotics and ii) coding hosted at the Computer Science Department, which made one of its laboratories available for this kind of lesson. At the conclusion of the lab's sessions, children compiled the Attribution of Mental State (AMS) questionnaire, which is a measure of mental states that participants attribute to robots, namely the user's perception of the robot's mental qualities as compared to humans. We distributed the questionnaires both to children attending the educational robotics lab and to children performing coding activities. Results show that the first group attributed higher mental qualities to the robots, compared to the attribution given by children that did not have a direct experience with a robot.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The mental state attribution has been defined
as “the cognitive capacity to reflect upon one’s
own and other persons’ mental states such as
beliefs, desires, feelings and intentions” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In
everyday human-to-human interactions, such
attributions are ubiquitous, although we are
typically not necessarily aware of the fact that
they are attributions—or the fact that they are
attributions of mental states.
      </p>
      <p>
        According to Thellman et al. [21], the mental
state attribution to robots is a complex
sociocognitive process. Despite a widespread belief
that robots do not have minds [17], people
frequently talk about and interact with robots as if
they have minds. A common conception is that
mental state attribution helps people interact with
robots by providing an interpretative framework
for predicting and explaining robot behavior [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        People’s tendency to attribute mental states to
robots is determined by multiple factors,
including age and motivation as well as robot
behavior, appearance, and identity, etc. even if
there is not a clear consensus about the reasons
why people attribute mental states to robots [21].
A total of 31 studies reviewed by Thellman et al.
[21] indicate that robot behavior determines the
tendency to attribute mental states to robots. There
is corroborating evidence that people are more
inclined to attribute mental states to robots when
they exhibit various types of socially interactive
behavior, such as eye gaze, gestures, cheating,
emotional expression, and when behavior is
unpredictable, complex, intelligent, or highly
variable. Also, the definition of a robot
personality plays an important role in the
children's attribution of mental state to robots
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][10].
      </p>
      <p>
        There is evidence of a stronger tendency in
children (particularly young children) in the
attribution of mental states to robots compared
with adults [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][14][15][16]. It should be noted
that most of the studies reporting these findings
employed verbal measures of mental state
attribution [21], as for instance Likert or semantic
differential scale.
      </p>
      <p>According to the review by Thellman et al.
[21], a typical study on mental state attribution to
robots is conducted in a lab setting, is based on
WEIRD participants (i.e., Well-Educated,
Industrialized, Rich, and Democratic), presents
study participants with a representation of a robot
(e.g., image or text) as a stimulus materials
presented to participants, and employs a verbal
measure, probably Likert or semantic differential
scale, to study one of its determinants. The
predominant tool used in studies based on a child
population is spoken or written questions about
the mental states of robots in combination with a
binary choice response format (i.e., typically
yesno questions). When the study presents a robot in
presence, it usually exhibits social behavior in the
context of a direct interaction with the study
participant.</p>
      <p>
        In the framework of both a direct and indirect
interaction with an educational robot we carried
out a study on attribution of mental state to robots.
The work presented in this paper was carried out
in the context of the initiative called “Girls and
boys: one day at university" promoted by the City
of Turin together with the University of Turin. We
were responsible for the educational robotics
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][11], unplugged [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and coding activities
carried out at the Computer Science Department,
which made one of its laboratories available for
this kind of lesson. At the conclusion of two lab’s
sessions, children compiled the Attribution of
Mental State (AMS) questionnaire [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][14],
which is a measure of mental states that
participants attribute to robots, and in this context
is the children’s perception of the robot’s mental
qualities as compared to humans. We distributed
the questionnaires both to children attending the
educational robotics lab and to children
performing coding activities. Results show that
children that interacted with the robots attributed
higher mental qualities to the robot, compared to
the attribution given by children that did not have
a direct experience with a robot.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. The context and the project</title>
      <p>2.1. The project Girls and boys: one
day at university</p>
      <p>
        The project Girls and boys: one day at
university is a public engagement initiative
promoted by the City of Turin and ITER - Turin
Institution for Responsible Education within the
"Growing Up in the City" project and involving
the University of Turin. The initiative proposes
workshops, guided tours and educational paths
designed specifically for students of primary and
lower secondary schools with the aim of building
an imaginary access to higher education in
conditions of equal opportunities, and to
disseminate among the very young students the
impact of the research in our daily lives. At the
same time, the project is an opportunity for
teachers, researchers, and PhD students to
enhance their commitment in the field of
disseminating the results of their work and to
experiment with new languages and methods for
communicating this knowledge. The Computer
Science department, and in particular the k-12
Education research group, took part in this project
for many years, organizing workshops and lessons
to promote the so-called computational thinking
[12][22] through unplugged activities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], coding3
and educational robotics lessons [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][11].
2.2. The
tutorial
educational
robotics
In 2022 we designed and then carried out an
educational robotics tutorial, organized as the
worldwide famous One Hour of Code4, which is a
one-hour introduction to computer science, using
fun tutorials, typically delivered through coding
exercises such as the ones based on Google
Blocky or Scratch, to show that anybody can learn
the basics of coding and programming. This
campaign is supported by over 400 partners and
200,000 educators worldwide.
3 https://programmailfuturo.it/
4 https://hourofcode.com/
Our educational robotic tutorial was based on the
mBot robot5 and its graphical block editor called
mBlock6 (see Fig. 1), installed on a tablet. mBot
is a small robot, base d on Arduino, the famous
open-source platform that allows users and
designers to create small-sized devices. mBlock
is a programming environment developed by
Makeblock7 that gives the possibility to work both
locally, by installing software (as was done for
children) or to use the IDE present on the official
page via a browser.
      </p>
      <p>In order to introduce primary school’s children to
the basic of coding and robotics, we design a
tutorial for mBot organized as a two-hours tutorial
as follows:
● introduction to the robot and its
features as sensors, leds, movements,
● introduction to mBlock and its features,
as stage area, blocks area and script
area,
● introduction and tutorial on the basic
robot movements,
● introduction to the led panel and
exercise on how to make a drawing
appear on it,
● introduction on the ultrasonic sensors
and exercise on obstacle avoidance.</p>
      <p>This exercise is an opportunity to
introduce the conditional construct if,
that is, for example, if mBot sees an
obstacle less than 20 cm away…
something happens.</p>
    </sec>
    <sec id="sec-3">
      <title>The coding tutorial</title>
      <p>5 https://www.makeblock.com/steam-kits/mbot
6
7 hhttttppss::////wmwblwoc.mk.amkaekbelobclokc.cko.cmo/m/en-us/
The coding tutorial was taken from the Minecraft
Hour of Code tutorial on a tablet PC. The tutorial
is available on code.org and works well for any
students old enough to read, but with younger
learners trying hard to finish the tutorial, and older
students having some time to play on the free play
level at the end. The lesson faces topics as
sequences, cycles, events, and conditions (at the
very end, for those students who completed all the
steps).</p>
    </sec>
    <sec id="sec-4">
      <title>3. Investigation on mental state</title>
      <p>attribution to educational robots</p>
    </sec>
    <sec id="sec-5">
      <title>3.1. Methodology</title>
      <p>
        At the end of both the activities, we distributed
a survey to the children, to collect information
about their satisfaction and engagement. The
survey consisted of 15 questions (detailed in the
Appendix) in which children can respond by
giving assessments included in a scale of five
values expressed thanks to a Smileyometer [18],
which is the most used tool for the measurement
of children’s opinion and includes an evaluation
scale [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] through the smileys corresponding to a
range from 1 to 5 (from strongly disagree to
strongly agree). The children were asked to
express their opinion by choosing one of the faces.
The survey was anonymous, to protect children’s
privacy8.
      </p>
      <p>
        After the survey, children also compiled the
Attribution of Mental State (AMS) questionnaire
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], which is a measure of mental states that
participants attribute to robots, is the children’s
perception of the robot’s mental qualities as
compared to humans. The AMS consists of five
dimensions: Epistemic, Emotional, Desires and
Intention, Imaginative, and Perceptive. The
epistemic dimension concerned the participants'
idea of the robot's cognitive intelligence (e.g., Can
the robot understand/decide/learn/teach/think?),
the perceptive dimension is related to the possible
robot perception and sensation (e.g., Can the
robot smell/watch/taste/listen/feel cold?). The
other dimensions concerned the user's mental
attribution to the robot's emotional intelligence,
example questions are: Can the robot get angry/be
scared/be happy? (Emotional dimension); might
the robot want to do something/make a
8 The studies reported in this paper were conducted in
accordance with the Declaration of Helsinki, and the protocol
was approved by the Ethics Committee of the University of Turin
(Prot. N. 0596407)
wish/prefer one thing over another? (Desires and
intention dimension); can the robot image/tell a
lie/make a dream/make a joke? (Imaginative
dimension). The questionnaire consists of 25
questions in which children can respond a lot, a
few, or no. We decided that children could give
their assessments on a scale of three values
expressed thanks to the Smileyometer [19]. We
included an evaluation scale through the smileys
corresponding to the three values: a lot, a little,
no, which correspond to the scores 2,1 and 0
respectively. The children were asked to express
their opinion by choosing one of the three faces.
The user total score is the sum of all answers
(range = 0-50); the five partial scores are the sum
of the answers within each dimension (range =
010).
      </p>
    </sec>
    <sec id="sec-6">
      <title>3.2 Educational robotics tutorial</title>
      <p>The class involved in the educational robotics
activity was made up of 24 children (11 males, 13
females). The children were divided into pairs and
equipped with an Android tablet with the mBlock
IDE preloaded, and with a mBot robot for each
pair. The tutorial lasted 2 hours and was given by
one professor of the Department assisted by 3
master students.</p>
      <p>Even if the children found the lesson
interesting and enjoyed themselves, they were not
able to conclude all the topics set for the two
available hours. There have been some
slowdowns mostly caused by the presence of the
robot which gives rise to that interest and curiosity
in wanting to try as much as possible. For this
reason, children focused more on the practical part
by trying the various exercises rather than on the
theory part. Often the children, in addition to the
pre-structured exercises, were able to create other
types of actions with the robot, even using blocks
not previously introduced. This shows that, on the
one hand, the block environment is clear to
understand, and, on the other hand, the type of
lesson makes the children want to experiment and
try.</p>
      <p>The feedback obtained by the satisfaction and
engagement survey allowed us to conclude that
the lessons have been appreciated and have
produced satisfactory results; more than 68% of
the judgments obtained the strongly agree level of
satisfaction and 17% obtained an agree level, with
75% of children that strongly agreed on I am
satisfied with my results and progress and a 95%
that strongly agreed that they would like to Have
more lessons of this type.</p>
      <p>Concerning the Attribution of Mental State
(AMS) questionnaire we analyzed the partial and
total scores, and ranked the dimensions based on
its average values:
● The epistemic dimension received an
average value of 1.07 (SD=0.18)
● The desires and intention dimension
received an average value of 1.05
(SD=0.19)
● The perceptive dimension received an
average value of 1.04 (SD=0.59)
● The emotional dimension received an
average value of 1.01 (SD=0.18)
● The imaginative dimension received an
average value of 0.69 (SD=0.23)</p>
      <p>The results showed that, overall, the mental
states attributed to the robot received on average
a medium score. It is interesting to note that
children attributed higher scores to the cognitive
dimension than others, as for instance emotion
and imagination received a lower score.
Therefore, children attributed knowledge and
intentionality to the robot rather than attributions
related to the emotional sphere. The good
positioning of perceptual abilities may have been
influenced by the presence of the robot's sensors.</p>
      <p>Looking at the frequency distribution of a lot,
a little, no answers, they respectively received
141, 147, 149 answers, witnessing a quite well
balanced situation, with the following
question/answer receiving higher scores: the
robot can understand (a lot: 12 out of 21 answers,
57%), the robot can be happy (a lot: 11 out of 21
answers, 57%), the robot can look (a lot: 11 out of
15 answers, 73%), the robot can listen (a lot: 11
out of 14 answers, 78%).</p>
    </sec>
    <sec id="sec-7">
      <title>3.2 One hour of code tutorial</title>
      <p>After having analyzed the above results about
the mental state attribution to the educational
robot mBot, we compared them with the ones
coming from similar students (i.e., same class
level) who had no experience with an educational
robot. Therefore, after one of our coding lessons
given in the context of the project Girls and boys:
one day at university, children also compiled the
AMS questionnaire.</p>
      <p>After the coding activities children compiled
the satisfaction survey, and the AMS
questionnaire, showing, at the beginning, a brief
description, and pictures of the mBot robot.
Results were very different, as detailed in the
following.</p>
      <p>After having collected and analyzed the results,
we summed up all the partial scores and ranked
the dimensions based on their average values:
● The perceptive dimension received an
average value of 0.58 (SD=0.55)
● The epistemic dimension received an
average value of 0.48 (SD=0.26)
● The desires and intention dimension
received an average value of 0.46
(SD=0.32)
● The emotional dimension received an
average value of 0.35 (SD=0.21)
● The imaginative dimension received an
average value of 0.23 (SD=0.06)</p>
      <p>Again, the perceptive and the epistemic
dimensions are the most selected, however results
show scores are very low, witnessing the fact that
children with no direct experience with the
educational robot probably tend to not attribute
mental states to the robot. This is also confirmed
by the distribution analysis: looking at the
frequency distribution of a lot, a little, no answers,
they respectively received 66, 91, 370 answers,
with the no option chosen in most cases. Scores
are lower than the ones obtained in the educational
robotics experience, and statistically analyzing
the differences between the AMS scores in the
two groups, we found them to be significant, as
witnessed by a paired t-test, p=0.0109.</p>
    </sec>
    <sec id="sec-8">
      <title>4. Conclusion and future work</title>
      <p>Several researchers in the field [21] suggested
that, in studying the mental attribution to robots,
it is not just useful but also necessary to conduct
studies in the wild and eventually compare results
with those from the lab. We performed an
evaluation in a real context and in two separate
situations. Results show that children that
approached an educational robot attributed higher
mental qualities to the robot itself, compared to
the attribution given by children that did not have
a direct experience with a robot. These findings
are interesting but preliminary and need to be
confirmed in other evaluations, and possibly in
longitudinal studies, and in pre- and post-test
measuring the changes of mental state attribution
before and after the direct experience with a robot.
Our study also suggests that research in which the
involved users have not had direct experience
with robots, could present results that tend to be
different from those who have had a different
experience, and which could change if users could
interact directly with a robot.</p>
    </sec>
    <sec id="sec-9">
      <title>5. References</title>
      <p>[10]
[11]
[12]
[13]</p>
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Andrea Maieli, Elisabetta Miraglio, Giulia
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an Humanoid Robot. UMAP (Adjunct
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      <p>Cristina Gena, Claudio Mattutino,
Gianluca Perosino, Massimo Trainito, Chiara
Vaudano, and Davide Cellie. Design and
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    </sec>
    <sec id="sec-10">
      <title>Appendix</title>
      <p>In the following we listed the survey questions
distributed to the children
1. I had already had experience with robots
before these lessons
2. I find the activities offered to me
interesting
3. I find the activities that are proposed to
me easy
4. In the face of difficulties, I increase my
commitment
5. I can perform a task by myself
6. I try to learn from my mistakes
7. I acquired new notions in coding
8. It's easy to remember what I studied
9. I can concentrate during the lesson
10. Time passes quickly during these lessons
11. I get help when I'm in trouble
12. Outside of school I use at least one of
these means: pc, tablet, robot,
smartphone.
13. When I go home, I am satisfied with the
experiences I had at school
14. I am satisfied with my results and
progress
15. I wish I had more lessons like this</p>
    </sec>
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