What Makes an Educational Robot Game Fun? Framework Analysis of Children's Design Ideas

Fuente: arXiv
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Hauptverfasser: Sanoubari, Elaheh, Muñoz, John Edison, Yamini, Ali, Randall, Neil, Dautenhahn, Kerstni
Format: Preprint
Veröffentlicht: 2024
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author Sanoubari, Elaheh
Muñoz, John Edison
Yamini, Ali
Randall, Neil
Dautenhahn, Kerstni
author_facet Sanoubari, Elaheh
Muñoz, John Edison
Yamini, Ali
Randall, Neil
Dautenhahn, Kerstni
contents Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun becomes crucial. This research investigates the concept of fun in educational games involving social robots to support the design of REMind:a robot-mediated role-play game aimed at encouraging bystander intervention against peer bullying among children. To incorporate fun elements into design of REMind, we conducted a user-centered Research through Design (RtD) study with focus groups of children to gain a deeper understanding of their perceptions of fun. We analyzed children's ideas by using Framework Analysis and leveraging LeBlanc's Taxonomy of Game Pleasures and identified 28 elements of fun that can be incorporated into robot-mediated games. We present our observations, discuss their impact on REMind's design, and offer recommendations for designing fun educational games using social robots.
format Preprint
id arxiv_https___arxiv_org_abs_2411_03213
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle What Makes an Educational Robot Game Fun? Framework Analysis of Children's Design Ideas
Sanoubari, Elaheh
Muñoz, John Edison
Yamini, Ali
Randall, Neil
Dautenhahn, Kerstni
Human-Computer Interaction
Robotics
Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun becomes crucial. This research investigates the concept of fun in educational games involving social robots to support the design of REMind:a robot-mediated role-play game aimed at encouraging bystander intervention against peer bullying among children. To incorporate fun elements into design of REMind, we conducted a user-centered Research through Design (RtD) study with focus groups of children to gain a deeper understanding of their perceptions of fun. We analyzed children's ideas by using Framework Analysis and leveraging LeBlanc's Taxonomy of Game Pleasures and identified 28 elements of fun that can be incorporated into robot-mediated games. We present our observations, discuss their impact on REMind's design, and offer recommendations for designing fun educational games using social robots.
title What Makes an Educational Robot Game Fun? Framework Analysis of Children's Design Ideas
topic Human-Computer Interaction
Robotics
url https://arxiv.org/abs/2411.03213