The document summarizes research into different methods and scales for conducting sensory food research with children. It found that while interactive and gaming elements made the research more fun, they also distracted the children and led to less consistent responses. The researcher concluded that more work is needed to develop methods that gather high-quality information from children in a way that reflects how they engage with digital technologies.
Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
Interactive Technologies and Games (ITAG) Conference 2015
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The role of narrative storytelling is central to almost any creative learning activity
involving children. Whether through words or images, or a combination of both,
children create and communicate their unique stories through the use of narrative.
Innovations in technology over the last few decades and, especially, within the last few
years are becoming a regular part of the educational experiences for children.
Children, by virtue of their age, are the earliest early-adopters of new technology.
However, there is a lack of education and training on how to use digital video
technology in order to expand the creative possibilities of children and their
imagination.
Our research attempts to address that deficiency by providing children
with the tools and environment to apply the knowledge they possess through the
utilization of digital video technology. In our research, we focus on the use of digital
video technology in children’s play activities. Digital video technology can be used to
enhance both the learning activities as well the creative output. The effects of mixing
traditional tools of learning with new instruments – particularly through the use of
video technology - in a group setting illustrates the importance of the creative process,
as well as creative output, in children.
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Team: Aysegul Kacar, Allison Leach, Shalini Sardana, Lisa Woods
Class: Business of Design, MFA Design program at California College of the Arts (CCA)
Semester: Spring 2012
Instructors: Maria Guidice and Christopher Ireland
The Concept:
We believe that the best way to teach kids about culture is through traditional stories enhanced by interactive, open-ended, and hands-on activities that spring from that narrative.
From that perspective we created the Spark! Culture Cave. Components include:
• an iPad app that features a new traditional story each month. The culturally-rich story provides context for a wealth of ancillary information, games, and activities included in each app.
• an immersive sound-equipped tent with Velcro walls that kids can decorate with a world map, architectural cut-outs, and other country kit materials. This is a place a child can claim as a kids-only cool hangout.
• monthly country-specific activity kits filled with open-ended, and hands-on activities that a child will look forward to
Our aims include:
• Presenting the cultural richness of the world to kids one interesting chunk at a time
• Leveraging the delight of receiving a new gift in the mail each month
• Harnessing the flexibility of the subscription model
• Enriching the digital experience with a physical environment
Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Walk a mile in their shoes: Learning from Public Attitudes to Science 2011Ipsos UK
Ipsos MORI presented findings from Public Attitudes to Science (PAS) 2011 and its other research on science issues at the British Pharmacological Society (BPS) Symposium on Public Engagement, part of the 2012 BPS Winter Meeting. PAS 2011 was a study conducted on behalf of the Department for Business, Innovation and Skills. This session focused on the segmentation model that groups the UK public into six segments based on their views on science.
The role of narrative storytelling is central to almost any creative learning activity
involving children. Whether through words or images, or a combination of both,
children create and communicate their unique stories through the use of narrative.
Innovations in technology over the last few decades and, especially, within the last few
years are becoming a regular part of the educational experiences for children.
Children, by virtue of their age, are the earliest early-adopters of new technology.
However, there is a lack of education and training on how to use digital video
technology in order to expand the creative possibilities of children and their
imagination.
Our research attempts to address that deficiency by providing children
with the tools and environment to apply the knowledge they possess through the
utilization of digital video technology. In our research, we focus on the use of digital
video technology in children’s play activities. Digital video technology can be used to
enhance both the learning activities as well the creative output. The effects of mixing
traditional tools of learning with new instruments – particularly through the use of
video technology - in a group setting illustrates the importance of the creative process,
as well as creative output, in children.
The spark! Culture Cave is a business concept for a cultural immersion experience for kids between the ages of 6 and 10. This is our business plan document.
Team: Aysegul Kacar, Allison Leach, Shalini Sardana, Lisa Woods
Class: Business of Design, MFA Design program at California College of the Arts (CCA)
Semester: Spring 2012
Instructors: Maria Guidice and Christopher Ireland
The Concept:
We believe that the best way to teach kids about culture is through traditional stories enhanced by interactive, open-ended, and hands-on activities that spring from that narrative.
From that perspective we created the Spark! Culture Cave. Components include:
• an iPad app that features a new traditional story each month. The culturally-rich story provides context for a wealth of ancillary information, games, and activities included in each app.
• an immersive sound-equipped tent with Velcro walls that kids can decorate with a world map, architectural cut-outs, and other country kit materials. This is a place a child can claim as a kids-only cool hangout.
• monthly country-specific activity kits filled with open-ended, and hands-on activities that a child will look forward to
Our aims include:
• Presenting the cultural richness of the world to kids one interesting chunk at a time
• Leveraging the delight of receiving a new gift in the mail each month
• Harnessing the flexibility of the subscription model
• Enriching the digital experience with a physical environment
Patients at the Centre for Health Research – Patient, Carer and Public Invol...Nowgen
"Patients at the Centre for Health Research –
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Thinking of filing for divorce? Get these 7 Essential Steps Prior to Filing For Divorce. What should you consider when thinking about divorce? Is timing important? Do I have to prove my spouse did something wrong? Get answers to these divorce questions.... and more.
Lecture Notes by Mustafa Jarrar at Birzeit University, Palestine.
See the course webpage at: http://jarrar-courses.blogspot.com/2014/01/introduction-to-data-integration.html
and http://www.jarrar.info
you may also watch this lecture at: http://www.youtube.com/watch?v=TEgHq2J1OMo
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Bringing the patient voice into GSK for educational, awareness and patient ce...Nowgen
"Bringing the patient voice into GlaxoSmithKline for educational, awareness and patient centred decisions within medicine development", presented by Kay Warner, Global Manager, Focus on the Patient, GlaxoSmithKline, at the EUPATI-UK Network Conference on 6 March 2014 in Leeds, UK
"A child’s job is to play, we should let them" - Pamela Wong, Direction FirstErica van Lieven
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Pass it Back! Kid Apps on Grown-Up DevicesNina Walia
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Presented at SXSW Interactive 2010.
Webinar: Making the Case for Early STEM Learning- 2016-11-02TechSoup
Explore how to make a stronger case for early STEM experiences. A FrameWorks research into American public thinking revealed that people assume that science, technology, engineering, and math are highly specialized areas of knowledge that aren’t appropriate for young learners. In turn, this limits public support for the policies, funding, and programs that can foster early learning in these vital areas. We'll discuss and explore proven, practical ways for early childhood advocates to talk about why and how early STEM matters.
Patients at the Centre for Health Research – Patient, Carer and Public Invol...Nowgen
"Patients at the Centre for Health Research –
Patient, Carer and Public Involvement in NICE Decision-Making", presented by Victoria Thomas, NICE, at the EUPATI-UK Network Conference on 6 March 2014 in Leeds, UK
Thinking of filing for divorce? Get these 7 Essential Steps Prior to Filing For Divorce. What should you consider when thinking about divorce? Is timing important? Do I have to prove my spouse did something wrong? Get answers to these divorce questions.... and more.
Lecture Notes by Mustafa Jarrar at Birzeit University, Palestine.
See the course webpage at: http://jarrar-courses.blogspot.com/2014/01/introduction-to-data-integration.html
and http://www.jarrar.info
you may also watch this lecture at: http://www.youtube.com/watch?v=TEgHq2J1OMo
The lecture covers:
- Web of Data
- Classical Web
- Web APIs and Mashups
- Beyond Web APIs and Mashups: The Data Web and Linked Data
- How to create linked-data?
- Properties of the Web of Linked Data
-
Bringing the patient voice into GSK for educational, awareness and patient ce...Nowgen
"Bringing the patient voice into GlaxoSmithKline for educational, awareness and patient centred decisions within medicine development", presented by Kay Warner, Global Manager, Focus on the Patient, GlaxoSmithKline, at the EUPATI-UK Network Conference on 6 March 2014 in Leeds, UK
"A child’s job is to play, we should let them" - Pamela Wong, Direction FirstErica van Lieven
There are various techniques that have been developed for food sensory research on children, but there is little consensus on the most effect approach and questions to use. This slide share explores such issues.
Pass it Back! Kid Apps on Grown-Up DevicesNina Walia
The "pass-back effect" -- when parents hand their mobile device to kids in the backseat or whenever they're on-the-go -- creates unique challenges to optimize kid-friendly mobile apps and educational opportunities within the constraints of devices designed for grown-ups. Kids' media industry pros discuss challenges & solutions for this diverse & growing niche audience.
Presented at SXSW Interactive 2010.
Webinar: Making the Case for Early STEM Learning- 2016-11-02TechSoup
Explore how to make a stronger case for early STEM experiences. A FrameWorks research into American public thinking revealed that people assume that science, technology, engineering, and math are highly specialized areas of knowledge that aren’t appropriate for young learners. In turn, this limits public support for the policies, funding, and programs that can foster early learning in these vital areas. We'll discuss and explore proven, practical ways for early childhood advocates to talk about why and how early STEM matters.
Understanding How 'Screen Time' Affects Learning Lisa Guernsey
Presented in parts with Faith Rogow at NAEYC 2013, the annual meeting for the National Association for the Education of Young Children, in Washington, DC on November 23, 2013.
Intergenerational learning using video conferencingAlison Clyde
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Design for Learning and Assessment in Virtual Worldsdiannepatricia
Dr. Brian Nelson, Arizona State University, presentation on “Design for Learning and Assessment in Virtual Worlds” as part of our Cognitive Systems Institute Speaker Series.
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"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
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A child’s job is to play, we should let them pamela wong direction first 09.09.10
1. A child’s job is to play, we should let them...
Pamela Wong
Direction First
AMSRS NATIONAL CONFERENCE
2010
2. Background
Sensory food research on children
Little consensus in literature on the most effective research approach and
question types to use
AMSRS NATIONAL CONFERENCE
2010
3. Background
Sensory food research on children
Consensus that children require specialised research
approaches
Children respond to research in more limited ways than adults
Researchers have adapted methods to ask them questions in
simpler ways
AMSRS NATIONAL CONFERENCE
2010
4. Background
Today’s children live in a digital world...
Children are exposure to more products, ideas and technology than
previous generations...
Average internet use 30 to 60 mins per day, less TV, radio
90% play video/computer games
Use several technologies simultaneously (e.g. Surfing & SMS)
Multi-tasking with media technology is cognitively demanding
We know children respond to research in more limited ways, but
are we underestimating the digital native’s capabilities?
AMSRS NATIONAL CONFERENCE
2010
5. Background
Questionnaire scales in food sensory research
Standard liking scale for adults
1 2 3 4 5 6 7 8 9
Dislike Neither Like
extremely like nor extremely
dislike
AMSRS NATIONAL CONFERENCE
2010
6. Background
Questionnaire scales in food sensory research
1. P&K liking scale for children
Developed by Peyram and Kroll (USA) for semi-literate children
1 2 3 4 5 6 7 8 9
Super Really Bad Just a Maybe Just a Good Really Super
bad bad little bad good or little good good
maybe good
bad
Uses child-oriented
language and labels
every scale point
AMSRS NATIONAL CONFERENCE
2010
7. Background
Questionnaire scales in food sensory research
2. Facial scale for children
• Expressions represent degree of dislike or like
Angry, Sad or Dislike?
• Perhaps more applicable today due to widespread
use of emoticons?
AMSRS NATIONAL CONFERENCE
2010
8. Background
Questionnaire scales in food sensory research
3. Star scale for children
Number of stars represent degree of dislike or like
Dislike a lot Like a lot
Rewarding
stars for more
liked products
AMSRS NATIONAL CONFERENCE
2010
9. The Study
Research Objectives
Which types of questions would perform best with
children?
Would interactive or computer/video game inspired
methods create a world that was as immersive,
leading to better quality data?
Could we make being a part of research a more fun
and enjoyable experience, like playing a game?
AMSRS NATIONAL CONFERENCE
2010
10. Research Methodology
Over 500 Australian children aged between 7 and 10 years old participated in the online
study (June 2010) over 3 stages:
Stage 1: N=97
Traditional questionnaire
• Essentially a plain, ‘black
& white’ questionnaire
placed online
• Non-interactive, no Flash
AMSRS NATIONAL CONFERENCE
2010
12. Research Methodology
Over 500 Australian children aged between 7 and 10 years old participated in the online
study (June 2010):
Stage 1: N=97 Stage 2: N=167
Traditional questionnaire Interactive questionnaire
• Essentially a plain, ‘black • Graphically enhanced
& white’ questionnaire audio-visually interactive
placed online question scales
• Non-interactive, no Flash • Flash technology on GMI
Interactive
AMSRS NATIONAL CONFERENCE
2010
14. Research Methodology
Over 500 Australian children aged between 7 and 10 years old participated in the online
study (June 2010):
Stage 1: N=97 Stage 2: N=167 Stage 3: N=248
Traditional questionnaire Interactive questionnaire Interactive & gaming
• Essentially a plain, ‘black • Graphically enhanced questionnaire
& white’ questionnaire audio-visually interactive • Avatar-like character
placed online question scales • Graphically enhanced
• Non-interactive, no Flash • Flash technology on GMI audio-visually interactive
Interactive question scales
• Flash technology on GMI
Interactive
AMSRS NATIONAL CONFERENCE
2010
16. Findings
Which scale performed the best?
All 4 question scales performed similarly in terms of
discriminating power and range of scale used
Slight advantage to the standard liking scale for adults
AMSRS NATIONAL CONFERENCE
2010
17. Mean liking/9
4
5
6
7
8
9
10
Ice Cream
14
Taste of Chocolate
4
Double choc half coat
Findings
3
White choc half coat
9
Water
11
Bread
12
Milk
7
Savoury snack
1
Green Colour
8
Honey
13
Taste of Mint
2
Orange Colour
2010
6
Wholegrain savoury snack
5
Gingerbread
16
Taste of Peanut Butter
15
Taste of Cinnamon
Stage19pt
Stage1Star
Stage1P&K
17
Taste of Lemon
Stage1Smiley
AMSRS NATIONAL CONFERENCE
18. Findings
Which approach was the easiest and most fun?
E F
Kids found each approach and scale easy and
fun to use A U
S N
Visual scales were generally seen as easier P&K
and even more fun to use
Y P&K
P&K P&K
Standard
Standard P&K
Standard P&K
Standard
Standard
Standard
AMSRS NATIONAL CONFERENCE
2010
19. Findings
Why did children rate everything as fun?
Were these results affected by the tendency
for children to acquiesce?
Were the scales in fact, not as fun as we
expected them to be for these kids?
These children spent up to an hour a day on
the internet...
What we thought was an engaging and fun
environment may not be as exciting as where
they play
AMSRS NATIONAL CONFERENCE
2010
21. Findings
2. Ability to follow instructions
Fun elements were somewhat
distracting...
Didn’t follow instructions
More inconsistent answers
Perhaps kids struggle with
instructions when distracted?
AMSRS NATIONAL CONFERENCE
2010
22. Next steps
Type of question scales used in children’s research may
be less important...
Whilst scales have been debated extensively, they are only one
aspect of the research approach
All scales performed as well as each other
Perhaps we need to move beyond scale research, and
explore asking children to make choices
AMSRS NATIONAL CONFERENCE
2010
23. Next steps
Researchers may need to investigate other ways to
gather better quality information from children...
Technology has progressed to enable collection of better depth
of information, such as through online discussion boards and
communities
Technology is progressing to enable collection of different types
of information, such as biometric data (recognition of the role of
emotions in decision making).
AMSRS NATIONAL CONFERENCE
2010
24. Next steps
If a child’s job is to play, should let them?
Problem with acquiescence in children may be avoided by
being online
But, did we introduce new research effects?
Interactive and gaming elements distracted from the main focus
Children played with their answers when we created a playful
environment, which may not be what we want in research
AMSRS NATIONAL CONFERENCE
2010