Researcher: Baykal, Gökçe Elif
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Baykal, Gökçe Elif
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Publication Metadata only Designing with and for preschoolers: a method to observe tangible interactions with spatial manipulatives(Association for Computing Machinery, 2018) Van Mechelen M.; N/A; Department of Psychology; Department of Media and Visual Arts; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 328406; 47278; 52621To date, the developmental needs and abilities of children under 4 years old have been insufficiently taken into account in the early stages of interaction design. This paper addresses this gap in the research by exploring how children between the ages of 26 and 43 months interact with spatial manipulatives. To this end, we modified intervention techniques for early spatial learning found in cognitive developmental studies and combined these with design methods used in Child-Tangible Interaction (CTI). From the former we borrowed the Preschool Embedded Figures Test (PEFT), and from the latter a storytelling approach incorporated into structured tasks with hands-on tools. In this paper, we first discuss related work on early spatial learning and CTI methods. Then, we describe a case study conducted with 14 parent-child dyads. Finally, we present the results, which offer insight into young children’s mental rotation skills, different rotation action strategies and parental input requirements. Our findings contribute to design methods to elicit age specific knowledge about young children’s hands-on learning, and set forth techniques and design considerations for evidence-based CTI to scaffold early spatial thinking skills.Publication Metadata only Representations of intergenerational relationships in children's television in Turkey(2018) N/A; Department of Media and Visual Arts; Baykal, Gökçe Elif; Alaca, Ilgım Veryeri; Researcher; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; 328406; 50569N/APublication Metadata only Developing transmedia puzzle play to facilitate spatial skills of preschoolers(Assoc Computing Machinery, 2016) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Psychology; Baykal, Gökçe Elif; Alaca, Ilgım Veryeri; Yantaç, Asım Evren; Göksun, Tilbe; Researcher; Faculty Member; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 328406; 50569; 52621; 47278This proposed project aims to develop a research-driven interactive product that facilitates spatial skills of preschoolers. Here, we present the preliminary qualitative results of a user study with the paper prototype of Fungram, merging physical tangram pieces on the screen within a narrative context. A pilot study was conducted with eight children between the ages of 25 and 48 months, who were presented tangible tangram pieces along with two sets of papers with and without narrative context. Our preliminary qualitative data indicates that narrative context helps children's coherence of abstract figures and triggers rotation of geometric tangram pieces. This study provide insights about children's user needs and action strategies within the proposed use scenario with graspable puzzle pieces related to screen interaction at this age range. We suggest that transmedia play expand opportunities for children to employ their spatial skills in different settings.Publication Metadata only Customizing developmentally situated design (DSD) cards: informing designers about preschoolers' spatial learning(Assoc Computing Machinery, 2018) N/A; Department of Psychology; Department of Media and Visual Arts; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 328406; 47278; 52621To date, developmental needs and abilities of children under 4 years old have been insufficiently taken into account at the early stages of technology design. Bekker and Antle [6] created developmentally situated design (DSD) cards as a design tool to inform children's technology designers about children's development starting from 5 years of age. In this paper, we describe how we customized DSD cards for a specific developmental skill (i.e., spatial learning) of children between 2- and 4-year-olds for tangible interaction design. The cards were evaluated after a user study in which 19 participants from different backgrounds used the cards in three design workshops. Our analysis of observational notes and online survey identify and discuss how specific card features support or limit use by our participants. We draw on our findings to set forth design considerations and possible refinements that make age specific knowledge about very young children's spatial learning to inform technologies based on tangible interaction.Publication Metadata only Developing a prototyping method for involving children in the design of classroom robots(2018) Obaid, Mohammad; Barendregt, Wolmet; N/A; Department of Media and Visual Arts; Baykal, Gökçe Elif; Yantaç, Asım Evren; Researcher; Faculty Member; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 52621Including children in the design of technologies that will have an impact on their daily lives is one of the pillars of user-centered design. Educational robots are an example of such a technology where children’s involvement is important. However, the form in which this involvement should take place is still unclear. Children do not have a lot of experience with educational robots yet, while they do have some ideas of what robot could be like from popular media, such as BayMax from the Big Hero 6 movie. In this paper we describe two pilot studies to inform the development of an elicitation method focusing on form factors; a first study in which we have asked children between 8 and 15 years old to design their own classroom robot using a toolkit, the Robo2Box, and a second study where we have compared the use of the Robo2Box toolkit and clay as elicitation methods. We present the results of the two studies, and discuss the implications of the outcomes to inform further development of the Robo2Box for prototyping classroom robots by childrenPublication Metadata only Embedded figures in stories (EFiS): a method to observe preschoolers’ interactions with spatial manipulatives(Elsevier, 2019) Van Mechelen M.; N/A; Department of Psychology; Department of Media and Visual Arts; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 328406; 47278; 52621Technologies that aim to support preschool children's learning are emerging rapidly in the industry. However, the developmental needs and abilities of children under 4 years old have been insufficiently taken into account in the early stages of technology design. This paper addresses this gap in the child–computer interaction field by exploring how children between the ages of 2 and 4 years old interact with spatial manipulatives that facilitate their early spatial learning. To this end, we developed Embedded Figures in Stories (EFiS) method to elicit age specific knowledge about preschoolers’ spatial skills (i.e., mental rotation) and inform child-tangible interaction (CTI) design. To develop EFiS method, we modified intervention techniques for early spatial learning found in cognitive developmental studies and incorporated these into design methods used in CTI. In this paper, we first present an argument for why CTI design with and for preschoolers is important for early spatial learning. Second, we describe our method and how we applied it in a case study. Then, we discuss the potential opportunities and limitations of using the EFiS method, along with design guidelines for future use of the method. This study mainly contributes to design methods to extract age specific knowledge about very young children's spatial thinking skills, which lay a basis for further STEAM (Science, Technology, Engineering, Arts, and Mathematics) achievements.Publication Open Access A review on complementary natures of tangible user interfaces (TUIs) and early spatial learning(Elsevier, 2018) Department of Media and Visual Arts; Department of Psychology; Göksun, Tilbe; Alaca, Ilgım Veryeri; Yantaç, Asım Evren; Baykal, Gökçe Elif; Faculty Member; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Social Sciences and Humanities; 47278; 50569; 52621; N/ASpatial skills are essential for everyday tasks, and technology blends seamlessly into children's everyday environment. Since spatiality as a term is ubiquitous in experience this paper bridges literature in two fields: theories on early spatial learning in cognitive development and potential benefits of tangible user interfaces (TUIs) for supporting very young children's spatial skills. Studies suggest that the period between 2 and 4 years of age is critical for training spatial skills (e.g., mental rotation), which relate to further success in STEAM (science, technology, engineering, arts, and math) disciplines. We first present a review of the empirical findings on spatial skills, early interventions, and tools (i.e., narrative and gesture input) recommended for training preschool children's spatial skills. By situating the work within the use and benefits of manipulatives (e.g., building blocks, puzzles, shapes) combined with digital affordances in interaction design, we address the relevance of TUIs as complementary tools for spatial learning. We concentrate on the supporting properties of TUIs that enable playful learning, make storytelling more concrete, and provide embodiment effects through physicality. Through various products found in the market and literature that address the physical–digital convergence, we invite designers and researchers to consider design practices and applicable technology that build on present efforts and paradigms in this area. To contribute to this area, we conclude with a discussion of the gaps in design methods to develop technologies for children younger than 4 years old, and propose directions for future work to leverage new tools that serve very young children's spatial learning and possible inquiries for dual payoff.Publication Open Access Analyzing children's contributions and experiences in co-design activities: synthesizing productive practices(Association for Computing Machinery (ACM), 2017) Van Mechelen, Maarten; Van Doorn, Fenne; Høiseth, Marikken; Vasalou, Asimina; Schut, Alice; N/A; Baykal, Gökçe Elif; Graduate School of Social Sciences and HumanitiesToday, it has been broadly acknowledged in the CCI community that children are not only active learners and users of technology, but can also actively participate in the design process. However, it remains challenging to analyze children’s experiences and creative contributions resulting from co-design activities (e.g. stories, paper prototypes, enacted ideas). This workshop will explore different ways to analyze children’s (0 to 18 years) experiences and contributions in co-design activities, the perceived benefits and challenges of these approaches, and will serve as a venue for synthesizing productive practices that will move the CCI community forward.