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Michail N. Giannakos and Letizia Jaccheri 
Norwegian University of Science & Technology (NTNU) 
Department of Computer and Information Science 
{michail.giannakos, letizia}@idi.ntnu.no 
Code your own Game: 
the Case of Children with Hearing 
Impairments 
ICEC 2014
Context 
• Code your own Game 
– felicitous, creative and 
collaborative environments 
to facilitate learning, with 
particular focus on 
programming. Todays 
technologies not only 
allow a more active, 
physical engagement, but 
also provide the 
opportunity for novel and 
collaborative interactions. 
• Deaf and Hard of Hearing 
(DHH) children
Code your own game 
• Researchers and artists design 
and implement two workshop 
programs - Reggio Emilia 
philosophy of creative reuse 
and the open-source software 
Scratch 
• Empirical evaluation of a total 
of 66 pupils 
• The results show that 
– software and hardware 
intensive activities raise 
awareness of technology 
– intensify the experience 
– invite students to explore 
boundaries and increase 
collaboration and the exchange 
of views and ideas.
The Physical Phase 
• Children’s worked at 
ReMida centers according 
to Reggio Emilia education 
principles. The main idea is 
that the initiative for 
creative actions should 
spring from the child 
himself/herself. ReMida 
centers are creative places 
with a lot of appealing 
objects where students 
start to work without being 
activated by adults.
The Interactive artifacts 
• Children’s worked in teams 
(dyads or pentads) and 
completed and, published 
in total six interactive works 
and eleven installations (see 
example, figures) based on 
the software/hardware and 
the recycling materials of 
the center. Record of the 
children’s activities was kept 
through photographs, 
surveys, interviews and 
observation reports.
Connecting the Physical with the 
Digital through Programming 
Children engaged in 
programming languages 
(i.e., Scratch) and 
programmable hardware 
platforms (i.e., Arduino), 
which enable them to 
engage in the world of 
creativity with digital 
enriched artifacts, like 
robots and interactive 
installations
Participants 
• Norwegian Deaf 
Museum Curator 
• Norwegian Deaf 
Museum Director of 
Education 
• Trondheim Deaf School 
teacher 
• Trondheim Deaf School 
teacher 
• Artist Programmer 
• HCI researcher
Data Collection 
• Survey 
– the six experts were asked to rate, on a 7- 
point scale survey 
• The child seemed to enjoy programming 
during the workshop (Enj1) 
• The child seemed interested in actively 
exploring programming in the workshop 
(Enj2) 
• The child seemed entertained by the 
workshop in general (Enj3) 
• The child was able to follow the tasks of the 
workshop (Cont1) 
• The child has the skills and the ability to 
follow the tasks of the workshop (Cont2) 
• The workshop was easy for the child (Easy1) 
• The workshop was flexible for the child 
(Easy2) 
• The concept of the workshop was clear and 
understandable from the child (Easy3) 
• Fokus group 
– with experts; and afterwards, by employing 
content analysis, a revised set of guidelines 
was obtained 
– 1. approach; 2) settings; 3) means
Approach 
• Follow children learning 
– Instructor should wait the interpreter to 
finish, give enough time to children to 
read information and repeat when 
children do not follow the instructions 
(as many times as needed). 
• Use personal approach 
– The instructor should treat every child 
uniquely, and consider his/her individual 
difficulties. The instructor should keep 
eye contact with all the children to 
ensure that they are following him. 
• Provide practical information 
– Reduce the amount of the provided 
information, by focusing to the practical 
information. Support the recall of 
communication patterns rather than 
building new ones and provide few but 
distinct choices to the child.
Settings 
• Different sessions with clear goals 
– The activity should be well-structured 
with different and clear (IT-programming) 
competencies on each 
session and many breaks between 
the sessions. 
• Very well prepared interpreters 
– Interpreters and instructors need to 
work together in advance, in order to 
reduce potential difficulties in 
communication and the vocabulary 
(sign language vocabulary is limited). 
Interpreters need to have some 
knowledge in the field (e.g., 
programming).
Means 
• Many, clear and big visual aids 
– Big screens, projectors and other visual 
aids are essential on assisting children 
communication. Text should have clear 
large headings, and different notions 
should be distinguished with different 
colors and shapes. 
• Support children-computer 
interaction via visual tools 
– Children-computer (program) 
interaction should be supported with 
various visual means. For instance 
children-program interaction through 
the web-camera motivates them to 
optimize their code.
Limitations 
• absence of children’s voices in this work
References 
• Giannakos, Michail N., and Letizia Jaccheri. "An Enriched 
Artifacts Activity for Supporting Creative Learning: 
Perspectives for Children with Impairments."Entertainment 
Computing–ICEC 2013. Springer Berlin Heidelberg, 2013. 
160-163. 
• Giannakos, Michail N., and Letizia Jaccheri. "Designing 
creative activities for children: the importance of 
collaboration and the threat of losing control."Proceedings 
of the 12th International Conference on Interaction Design 
and Children. ACM, 2013. 
• Giannakos, Michail N., and Letizia Jaccheri. "What 
motivates children to become creators of digital enriched 
artifacts?." Proceedings of the 9th ACM Conference on 
Creativity & Cognition. ACM, 2013.
Conclusions 
• Thanks to Audun Eriksen, Pål Bøyesen, Kai 
Torgeir Dragland (pictures)

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Code your own Game: the Case of Children with Hearing Impairments

  • 1. Michail N. Giannakos and Letizia Jaccheri Norwegian University of Science & Technology (NTNU) Department of Computer and Information Science {michail.giannakos, letizia}@idi.ntnu.no Code your own Game: the Case of Children with Hearing Impairments ICEC 2014
  • 2.
  • 3.
  • 4.
  • 5. Context • Code your own Game – felicitous, creative and collaborative environments to facilitate learning, with particular focus on programming. Todays technologies not only allow a more active, physical engagement, but also provide the opportunity for novel and collaborative interactions. • Deaf and Hard of Hearing (DHH) children
  • 6. Code your own game • Researchers and artists design and implement two workshop programs - Reggio Emilia philosophy of creative reuse and the open-source software Scratch • Empirical evaluation of a total of 66 pupils • The results show that – software and hardware intensive activities raise awareness of technology – intensify the experience – invite students to explore boundaries and increase collaboration and the exchange of views and ideas.
  • 7. The Physical Phase • Children’s worked at ReMida centers according to Reggio Emilia education principles. The main idea is that the initiative for creative actions should spring from the child himself/herself. ReMida centers are creative places with a lot of appealing objects where students start to work without being activated by adults.
  • 8. The Interactive artifacts • Children’s worked in teams (dyads or pentads) and completed and, published in total six interactive works and eleven installations (see example, figures) based on the software/hardware and the recycling materials of the center. Record of the children’s activities was kept through photographs, surveys, interviews and observation reports.
  • 9. Connecting the Physical with the Digital through Programming Children engaged in programming languages (i.e., Scratch) and programmable hardware platforms (i.e., Arduino), which enable them to engage in the world of creativity with digital enriched artifacts, like robots and interactive installations
  • 10. Participants • Norwegian Deaf Museum Curator • Norwegian Deaf Museum Director of Education • Trondheim Deaf School teacher • Trondheim Deaf School teacher • Artist Programmer • HCI researcher
  • 11. Data Collection • Survey – the six experts were asked to rate, on a 7- point scale survey • The child seemed to enjoy programming during the workshop (Enj1) • The child seemed interested in actively exploring programming in the workshop (Enj2) • The child seemed entertained by the workshop in general (Enj3) • The child was able to follow the tasks of the workshop (Cont1) • The child has the skills and the ability to follow the tasks of the workshop (Cont2) • The workshop was easy for the child (Easy1) • The workshop was flexible for the child (Easy2) • The concept of the workshop was clear and understandable from the child (Easy3) • Fokus group – with experts; and afterwards, by employing content analysis, a revised set of guidelines was obtained – 1. approach; 2) settings; 3) means
  • 12. Approach • Follow children learning – Instructor should wait the interpreter to finish, give enough time to children to read information and repeat when children do not follow the instructions (as many times as needed). • Use personal approach – The instructor should treat every child uniquely, and consider his/her individual difficulties. The instructor should keep eye contact with all the children to ensure that they are following him. • Provide practical information – Reduce the amount of the provided information, by focusing to the practical information. Support the recall of communication patterns rather than building new ones and provide few but distinct choices to the child.
  • 13. Settings • Different sessions with clear goals – The activity should be well-structured with different and clear (IT-programming) competencies on each session and many breaks between the sessions. • Very well prepared interpreters – Interpreters and instructors need to work together in advance, in order to reduce potential difficulties in communication and the vocabulary (sign language vocabulary is limited). Interpreters need to have some knowledge in the field (e.g., programming).
  • 14. Means • Many, clear and big visual aids – Big screens, projectors and other visual aids are essential on assisting children communication. Text should have clear large headings, and different notions should be distinguished with different colors and shapes. • Support children-computer interaction via visual tools – Children-computer (program) interaction should be supported with various visual means. For instance children-program interaction through the web-camera motivates them to optimize their code.
  • 15. Limitations • absence of children’s voices in this work
  • 16. References • Giannakos, Michail N., and Letizia Jaccheri. "An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments."Entertainment Computing–ICEC 2013. Springer Berlin Heidelberg, 2013. 160-163. • Giannakos, Michail N., and Letizia Jaccheri. "Designing creative activities for children: the importance of collaboration and the threat of losing control."Proceedings of the 12th International Conference on Interaction Design and Children. ACM, 2013. • Giannakos, Michail N., and Letizia Jaccheri. "What motivates children to become creators of digital enriched artifacts?." Proceedings of the 9th ACM Conference on Creativity & Cognition. ACM, 2013.
  • 17. Conclusions • Thanks to Audun Eriksen, Pål Bøyesen, Kai Torgeir Dragland (pictures)

Editor's Notes

  1. we present the results of a creative development program for young students with the name, Our Toys. In our empirical evaluation, a group of researchers and artists designed and implemented two workshop programs of a total of 66 pupils, exploring their experiences with open source software. The workshops were based on Reggio Emilia philosophy of creative reuse and the open-source software Scratch. The results showed that software and hardware intensive activities raise awareness of technology, intensify the experience, and invite students to explore boundaries and increase collaboration and the exchange of views and ideas.
  2. Most children today have hearing aid or a cochlear implant, but they do have special communication needs. In fact they can communicate orally, but only to a certain extent [6]. Often they miss a fluent mother tongue, which results in a lack of written and spoken language skills [6]. The primary form of communication within the deaf children is the sign language [1]. Sign language is not a visual form of the respective language (in our case Norwegian) but it is a different language with its own unique grammatical and syntactical structure.