Everywhere there are children, there are screens, and child–computer interaction is ubiquitous. Despite their omnipresence, research on the impact of screens on children’s learning lags behind the development of digital tools. Apple’s App Store has an abundance of “educational” apps, but many of these apps’ claims are unsubstantiated. Organizations responsible for vetting quality products for young people, such as the American Library Association, are developing resources to help identify the best digital products available, but they remain difficult to find, and there is limited guidance for app designers when it comes to designing apps for younger audiences. Our interdisciplinary, empirical study was inspired by “co-creation” (Sanders and Stappers, 2008) and “cooperative inquiry” (Druin, 2005). Starting with a seed grant from Kent State University’s College of Communication and Information, our team sought to create a high-quality and inclusive alphabet app with haptic interactions and simplified gamification to reinforce the basic letter writing skills of young children. The app rewards a child’s successful handwriting with an animation of a verb that corresponds with the letter they traced. Concrete animations and digital and verbal demonstrations connect the typographic letter to the handwritten counterpart. Librarian Claudia Haines’ rubric (Haines, 2016) and the Dig Checklist (Kidmap, 2018.) guided our definition of “quality,” and children served as co-designers in two qualitative user studies. Our young designers tested prototypes, completed task booklets, and were interviewed about their preferences and their feedback informed our design. Additionally, a focus group interview with kindergarten and preschool teachers provided further feedback about the typographic design, stroke order, and gaming rewards. To be inclusive, children in both our app design and user studies were selected from a diverse pool. Our research contributes to work on co-design and cooperative inquiry in the fields of User Experience Design, human-computer interaction, human information behavior, information science, interface design, motion design, typeface design and typography for children, and early literacy development. A post-study is planned upon completion of the app.
PurposeThis paper aims to report the initial findings of a project aiming to re-establish basic education in conflict-ravaged states in Northeastern Nigeria and to improve education providers' ability to plan and deliver basic educational services. The authors present a preliminary analysis of Nigerian teachers' access to information communication technology (ICT), their technology skills, as well associated national ICT policies.Design/methodology/approachThis case study uses results from two co-designed tools, administered using KoboToolbox to Education Managers in the first instance, and teachers in the second. The data from the tools form the basis for analysis.FindingsIn the first instance, educational managers reported a lack of access to technology, the internet and to training and professional development. In the second instance, teachers reported issues present in the classroom environment, including poor infrastructure, a lack of resources and over-crowded classrooms. Very few teachers had access to computers or to the internet.Research limitations/implicationsThe 33 educational managers represent a small sample size and may not be fully representative of the region covered. The ICT Capacity Audit tool listed Excel in two different areas – basic Excel skills and using Excel for data analysis – which could have caused confusion for participants. The data collection should be repeated, expanded and compared for consistency. For the team, changes to the proposed (SENSE) box content meant that we were not able to deliver low-tech tools, such as Boogie Boards, or high-tech tools, such as tablets, to schools.Originality/valueDespite seemingly insurmountable challenges, the research team identified low-tech tools as a feasible resource in the classroom. Existing tools, such as teachers' smartphones and use of the WhatsApp application, can be used for sharing educational resources and providing teacher training. This paper argues that Nigeria needs up-to-date national ICT policies to guide in-country efforts to develop implementation of information technology initiatives for education.
Nigerian educational statistics reflect a country in crisis. Several factors drive this trend: early marriages; poorly-trained and underpaid teachers; and extensive armed conflicts. This paper describes a collaboration between three universities on a [removed for peer review] grant-funded project to intervene in this crisis. Focusing on the educational system in two states, the project aims to improve educational materials and teaching strategies in 200 schools. Our research team employs a codesign methodology informed by the "co-creation" work of Dr. Elizabeth Sanders and Pieter Jan Stappers (2008), Dr. Allison Druin's (1999, 2002, 2005) work on "cooperative inquiry," and by Martens, Rinnert, and Andersen's (2018)'s work on child-centered design. The participants provided the research team with personal perspectives through the creation of personas. This paper presents the results, and how we interpreted and analyzed the study. Our goal was to better understand the educational needs, community and people of Adamawa and Gombe states.
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