ABSTRACT
We present CRISPEE, a novel tangible user interface designed to engage young elementary school children in bioengineering concepts. Using CRISPEE, children assume the role of a bioengineer to create a genetic program that codes for a firefly's bioluminescent light. This is accomplished through sequencing tangible representations of BioBricks, which code for the primary colors of light (red, green, and blue) to be turned on or off. The interface and curricular supplement expose children in early elementary school to concepts traditionally taught much later in school curricula through playful interaction and exploration. We discuss CRISPEE's concept and design, and share findings from its preliminary evaluation with children and adults.
- 2013. Next Generation Science Standards: For States, By States. The National Academies Press, Washington, DC.Google Scholar
- Shaaron Ainsworth. 2006. DeFT: A conceptual framework for considering learning with multiple representations. Learning and instruction 16, 3 (2006), 183--198.Google Scholar
- Marina Umaschi Bers. 2012. Designing digital experiences for positive youth development: From playpen to playground. Oxford University Press.Google Scholar
- Marina Umaschi Bers. 2017. Coding as a playground: Programming and computational thinking in the early childhood classroom. Routledge.Google Scholar
- Douglas H Clements and Julie Sarama. 2003. Strip mining for gold: Research and policy in educational technology-A response to "Fool's Gold". AACE Journal 11, 1 (2003), 7--69.Google Scholar
- Gerald A Goldin. 2013. "Show Me what You Know": Exploring Student Representations Across STEM Disciplines. Teachers College Press.Google Scholar
- Zahid Hossain, Engin Bumbacher, Paulo Blikstein, and Ingmar Riedel-Kruse. 2017. Authentic Science Inquiry Learning at Scale Enabled by an Interactive Biology Cloud Experimentation Lab. In Proceedings of the Fourth (2017) ACM Conference on Learning@ Scale. ACM, 237--240. Google ScholarDigital Library
- iGem. Registry of Standard Biological Parts. Retrieved November 2, 2017 from http://partsregistry.org/Main_Page.Google Scholar
- Seung Ah Lee, Engin Bumbacher, Alice M Chung, Nate Cira, Byron Walker, Ji Young Park, Barry Starr, Paulo Blikstein, and Ingmar H Riedel-Kruse. 2015a. Trap it!: A Playful Human-Biology Interaction for a Museum Installation. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 2593--2602. Google ScholarDigital Library
- Seung Ah Lee, Alice M Chung, Nate Cira, and Ingmar H Riedel-Kruse. 2015b. Tangible interactive microbiology for informal science education. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 273--280. Google ScholarDigital Library
- Anna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marina Bers, and Orit Shaer. 2017a. BacToMars: Creative Engagement with Bio-Design for Children. In Proceedings of the 2017 Conference on Interaction Design and Children. ACM, 623--628. Google ScholarDigital Library
- Anna Loparev, Lauren Westendorf, Margaret Flemings, Jennifer Cho, Romie Littrell, Anja Scholze, and Orit Shaer. 2017b. BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (TEI '17). ACM, New York, NY, USA, 111--120. Google ScholarDigital Library
- Johanna Okerlund, Evan Segreto, Casey Grote, Lauren Westendorf, Anja Scholze, Romie Littrell, and Orit Shaer. 2016. SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16). ACM, New York, NY, USA, 141--149. Google ScholarDigital Library
- Seymour Papert. 1980. Mindstorms: Children, computers, and powerful ideas. Basic Books, Inc. Google ScholarDigital Library
- Alex Reis, Breton Hornblower, Brett Robb, and George Tzertzinis. CRISPR/Cas9 and Targeted Genome Editing: A New Era in Molecular Biology. Retrieved November 2, 2017 from https://www.neb. com/tools-and-resources/feature-articles/ crispr-cas9-and-targeted-genome-editing-a- new-era-in-molecular-biology.Google Scholar
- Orit Shaer, Marina Umaschi Bers, and M. Chang. 2011. Making the Invisible Tangible: Learning Biological Engineering in Kindergarten. ACM CHI 2011 Workshop on User Interface Technology and Educational Pedagogy, ACM: CHI 2011. (2011).Google Scholar
- Amanda Strawhacker and Marina U Bers. 2015. "I want my robot to look for food": Comparing Kindergartner's programming comprehension using tangible, graphic, and hybrid user interfaces. International Journal of Technology and Design Education 25, 3 (2015), 293--319.Google ScholarCross Ref
- Amanda Alzena Sullivan. 2016. Breaking the STEM Stereotype: Investigating the Use of Robotics to Change Young Children's Gender Stereotypes About Technology and Engineering. Ph.D. Dissertation. Tufts University.Google Scholar
Index Terms
- CRISPEE: A Tangible Gene Editing Platform for Early Childhood
Recommendations
The use of mobile phones to support children's literacy learning
PERSUASIVE'07: Proceedings of the 2nd international conference on Persuasive technologyThe goal of this study was to develop a mobile-phone based intervention that would encourage parents to engage their children in daily literacy-learning activities. The intervention content included text messages for parents, audio messages for parents ...
Toward a Tool Against Stereotype Threat in Math: Children's Perceptions of Virtual Role Models
ICMI '23 Companion: Companion Publication of the 25th International Conference on Multimodal InteractionUsers have the propensity to apply real-life gender stereotypes on virtual agents. Such stereotypes could impair users’ learning in virtual environments with pedagogical agents. In particular, girls and women are negatively affected by these stereotypes ...
P2PSTORY: Dataset of Children as Storytellers and Listeners in Peer-to-Peer Interactions
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsUnderstanding social-emotional behaviors in storytelling interactions plays a critical role in the development of interactive educational technologies for children. A challenge when designing for such interactions using technology like social robots, ...
Comments