This paper presents the implementation of Tigrito, an affective computer character. We outline how Tigrito can be used to study chidren's sense of engagement and relationship with virtual toys in different modes of interaction.
In this paper we explore a new direction for pedagogical computer characters, which we believe will maximize students' learning gains and enjoyment. To the traditional scenario where students interact primarily with a single coach or tutor character on-screen, we introduce the addition of both a social, animate colearner, and the student's own avatar… (More)
Scientific practices increasingly incorporate sensors for data capture, information visualization for data analysis, and low-cost mobile devices for field-based inquiries incorporating open web standards. While a broad range of design approaches for developing technology-enhanced learning has been used by researchers and practitioners for the last 15 years,… (More)
Code It! fosters mathematics learning environments where pre-algebra students use handheld technologies to confidently and enjoyably explore and learn about functions. The resources we developed-server-based and handheld software and paper-based student and teacher texts-were packaged as a 20-session unit on code making and breaking and designed to boost… (More)
In a collaborative task, group dynamics have been shown to affect students' grades, motivation to pursue a topic or subject, documentation of the experience, learning, enjoyment of a project, and relationships with their classmates. The results presented in this paper illustrate the effect team dynamics also have upon technology appropriation, by combining… (More)
As computer systems are evolving and coming to be regarded as social actors, the importance of social intelligence that enables natural and socially appropriate interactions is gaining a growing interest among the human-computer interaction researchers. This article discusses the definition, importance, and benefits of social intelligence as agent… (More)
—Learning ecological science content and inquiry strategies should increasingly use the new tools from science – sensors for data capture, information visualization for data-analysis, low-cost mobile computers and mobiles for field-based science. The LET'S GO! project seeks to develop, implement, research, and sustainably scale a new paradigm for fostering… (More)
This paper presents a short overview of Tigrito, a high-affect virtual toy where children observe and interact with emotive improvisational characters, which we built to study the sense of engagement and suspension of disbelief across different modes of interaction, and the affective relationship between children and a virtual toy.
We present results of the first longitudinal study of physical and digital technology hybrids for design education. Through deployment in an introductory HCI class, we have instrumented and analyzed traditional design practices with newer technological components. In particular, we show that <i>hybrid Idea Logs</i> that maintain the <i>flexibility</i> of… (More)
—As robot technology is evolving and creating a social community between humans and robots, it is necessary to research and develop a new type of intelligence, which we refer to as " social intelligence ". Social intelligence enables natural and socially appropriate interactions. Its importance is gaining a growing interest among not just the human-computer… (More)