What Makes an Educational Robot Game Fun? Framework Analysis of Children's Design Ideas
November 05, 2024 Β· Declared Dead Β· π ICSR + AI
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Authors
Elaheh Sanoubari, John Edison MuΓ±oz, Ali Yamini, Neil Randall, Kerstni Dautenhahn
arXiv ID
2411.03213
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.RO
Citations
0
Venue
ICSR + AI
Last Checked
5 months ago
Abstract
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.
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