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Annotated Bibliography:

1- Alborzi,Houman. Druin,Allison. Designing StoryRooms: Interactive Storytelling Spaces for Children. ACM Digital Library (2000): 1-10. web. 23
In this case study, Alborzi and Druin state that storytelling is one of the strongest communication, collaboration and innovation methods. Tools for storytelling, such as television, toys and computer games, affect the quality of social and cognitive skills. According to the authors, although the world is witnessing an explosion in storytelling methods such as interactive books and computer games, the learning experience from storytelling is still lacking the physical experience, which plays a major role in the cognitive development of children. The authors argue that it is essential that we not limit childrens experience in storytelling to computers. They have reviewed and based their study on a study by Professor Seymour Papert about how instinctively children are able to interpret the physical world. Alborzi and Druin identify three components of their storyroom telling: hardware, software and funware. They focus on the funware component as a tool to help children start their own stories. According to the authors, funware is similar to LEGO construction, and children tend to enjoy this component most. Alborzi and Druin then describe the software interface design and input system. In the results, the authors advocate for the need of further studies to determine what tools children need and ways to enhance storytelling room to meet these needs. This case study is relevant to my research because it examines childrens interactive learning; it questions the environment of the interactive learner (classroom and childrens home). However, the study did not mention any negative impacts or potentially negative impacts of the high tech storyroom, nor did it connect the enhanced storytelling room or the components to the learning process.

2-Warschauer, Mark. The paradoxical future of digital learning . Springer Link (2007): 1-7. web. 23 January. 2014.
In this article, Warschauer states that improvements in technology will impact the quality, quantity and the environment in which people learn. He reviews previous studies about the degree and speed of change in technology in education. He then identifies two approaches in the critical theory of technology. The first is a determinist view, which fully supports changes in technology. The second is the instrumental view, which argues that technology is a tool that serves its user. Warschauer challenges both views and then argues that technology creates a sense of struggle between different social forces. According to Warschauer, new technology fosters the role of mentorship and formal learning (in schools).

This article is relevant to my project because it introduces critical theories of technology which I will need to consider and connect to the purpose of the designed ebooks. Also relevant to my project is Warschauers emphasis on the teachers role in design. He emphasizes the teachers role in the learning process, even in the era of interactive learning, arguing that since experienced teachers can often offer insights into their students needs and responses, it may prove worthwhile, if not crucial, to engage teachers in the process of designing interactive learning.

3- Hourcade, Juan. Interaction Design and Children. The university of Lowa (2007): 3-10. web. 23 January. 2014.

In this article, Hourcade focuses on recognizing childrens developmental needs in terms of recognition, memory, iconic representation, problem solving and language. Hourcade also argues for the need to minimize harm from technology. Similar to others, he maintains that children themselves play a major role in the design process. Hourcade examines how children relate to visual principles such as symbols, complexity of icons, interfacing style and the use of input devices. His study also analyzes current trends in the interactive design field for children in areas such as creativity, problem solving, learning skills, healthy lifestyle and aiding children with special needs. Hourcades research informs the development of design interface for users. Moreover, it poses the research question of whether interactive learning is important to childrens learning process. This case study is relevant to my research because it places emphasis on the end goals to which children technology is designed. Considering the end goals of the research will help strengthen the scope of my research. The case study also raises the challenges, cognitive and motor development and safety issues, that I should carefully consider while designing technologies for children. In addition, the case study introduces a theoretical framework, constructivist and sociocultural, to understand the intellectual development of children. Hourcade also draws my attention to the harms that technologies can have on childrens development, all of which I must keep in mind in the design phase of my project. The case study also provides me with a design manual for designing interface for children, which I may use as a platform in designing the research prototype. The last relevance of this article to my study is that it sheds the light on many different approaches in the field of designing technology for children.

4- Chiasson,Sonia. Gutwin,Carl. Design Principles for Childrens Technology. The Human-Computer Interaction Lab / University of Saskatchewan (2005): 4-7. web. 23 January. 2014.

This case study by Chiasson and Gutwin argues that design principles for childrens interfaces are different than those for adults. The authors provide designers with the fundamentals of design technology (catalogue) for children for two purposes: education and entertainment, discussing childrens needs and expectations. Chiasson and Gutwin give attention to what engages children and what maintains their involvement or motivation. This case study is relevant to my project because it draws a clear line between educational and entertainment purposes. Above all, the authors recommend that designers test all design technology and redefine them based on the results.

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