Home > Research > Publications & Outputs > Motivating Children to Practice Perspective-Tak...

Links

Text available via DOI:

View graph of relations

Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo. / Yadollahi, Elmira; Couto, Marta; Dillenbourg, Pierre et al.
2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). IEEE, 2022. p. 1482-1489.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Yadollahi, E, Couto, M, Dillenbourg, P & Paiva, A 2022, Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo. in 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). IEEE, pp. 1482-1489. https://doi.org/10.1109/RO-MAN53752.2022.9900523

APA

Yadollahi, E., Couto, M., Dillenbourg, P., & Paiva, A. (2022). Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo. In 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (pp. 1482-1489). IEEE. https://doi.org/10.1109/RO-MAN53752.2022.9900523

Vancouver

Yadollahi E, Couto M, Dillenbourg P, Paiva A. Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo. In 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). IEEE. 2022. p. 1482-1489 doi: 10.1109/RO-MAN53752.2022.9900523

Author

Yadollahi, Elmira ; Couto, Marta ; Dillenbourg, Pierre et al. / Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo. 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). IEEE, 2022. pp. 1482-1489

Bibtex

@inproceedings{1befd107b261484d91c4b48246635cb7,
title = "Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo",
abstract = "Recent studies with children have pointed out the importance of spatial thinking as an essential factor in determining later success in STEM-related fields. The current study explores the potential of using embodied activities with robots to aid the development of children{\textquoteright}s spatial perspective-taking abilities. This research focuses on evaluating children{\textquoteright}s spatial perspective-taking abilities and assessing the potential of the designed activity to practice perspective-taking. The activity design is inspired by the dynamic and mental processes involved in remote-controlled cars and racing games, it is developed with a Cozmo robot, and it includes guiding the robot within the maze by considering the robot{\textquoteright}s point of view. We evaluated the activity through a user study with 22 elementary school children between the ages of 8 and 9. The findings showed that children{\textquoteright}s performance at different angular disparities was aligned with the previous research in developmental psychology. Additionally, most children made fewer mistakes in guiding the robot as they played more. Finally, while we did not observe any performance improvement in the group of children who had access to the robot{\textquoteright}s point of view during the game, we learned new insights about how children perceived seeing the maze through the robot{\textquoteright}s eyes.",
author = "Elmira Yadollahi and Marta Couto and Pierre Dillenbourg and Ana Paiva",
year = "2022",
month = aug,
day = "29",
doi = "10.1109/RO-MAN53752.2022.9900523",
language = "English",
isbn = "9781665406802",
pages = "1482--1489",
booktitle = "2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)",
publisher = "IEEE",

}

RIS

TY - GEN

T1 - Motivating Children to Practice Perspective-Taking Through Playing Games with Cozmo

AU - Yadollahi, Elmira

AU - Couto, Marta

AU - Dillenbourg, Pierre

AU - Paiva, Ana

PY - 2022/8/29

Y1 - 2022/8/29

N2 - Recent studies with children have pointed out the importance of spatial thinking as an essential factor in determining later success in STEM-related fields. The current study explores the potential of using embodied activities with robots to aid the development of children’s spatial perspective-taking abilities. This research focuses on evaluating children’s spatial perspective-taking abilities and assessing the potential of the designed activity to practice perspective-taking. The activity design is inspired by the dynamic and mental processes involved in remote-controlled cars and racing games, it is developed with a Cozmo robot, and it includes guiding the robot within the maze by considering the robot’s point of view. We evaluated the activity through a user study with 22 elementary school children between the ages of 8 and 9. The findings showed that children’s performance at different angular disparities was aligned with the previous research in developmental psychology. Additionally, most children made fewer mistakes in guiding the robot as they played more. Finally, while we did not observe any performance improvement in the group of children who had access to the robot’s point of view during the game, we learned new insights about how children perceived seeing the maze through the robot’s eyes.

AB - Recent studies with children have pointed out the importance of spatial thinking as an essential factor in determining later success in STEM-related fields. The current study explores the potential of using embodied activities with robots to aid the development of children’s spatial perspective-taking abilities. This research focuses on evaluating children’s spatial perspective-taking abilities and assessing the potential of the designed activity to practice perspective-taking. The activity design is inspired by the dynamic and mental processes involved in remote-controlled cars and racing games, it is developed with a Cozmo robot, and it includes guiding the robot within the maze by considering the robot’s point of view. We evaluated the activity through a user study with 22 elementary school children between the ages of 8 and 9. The findings showed that children’s performance at different angular disparities was aligned with the previous research in developmental psychology. Additionally, most children made fewer mistakes in guiding the robot as they played more. Finally, while we did not observe any performance improvement in the group of children who had access to the robot’s point of view during the game, we learned new insights about how children perceived seeing the maze through the robot’s eyes.

U2 - 10.1109/RO-MAN53752.2022.9900523

DO - 10.1109/RO-MAN53752.2022.9900523

M3 - Conference contribution/Paper

SN - 9781665406802

SP - 1482

EP - 1489

BT - 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)

PB - IEEE

ER -