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Mónica Trella-López

dblp:49/10903 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0003-4181-0256ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 62% Personal fabrication and tangible interfaces · 19% Learning and educational technologies · 19%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative learning
computer-supported collaborative learning
0.612022
How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school · Int. J. Hum. Comput. Stud. 2022
Personal fabrication and tangible interfaces
tangible interaction
0.212022
How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school · Int. J. Hum. Comput. Stud. 2022

Methods — techniques the papers use, named apart from their topics

data mining · 0.6
YearPublicationVenuePosition
2022 How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school
abstract
Learning social skills is an important part of the socialisation process of children, which should occur at school, at home and in any place where children live. There are very few studies on social interaction and collaboration roles with 3–4 year old. In this paper, we aim to understand collaboration in young children to help them develop their social skills and improve their overall development. To get this, we have designed an observational experiment to monitor and characterise group activity and roles, mediated by technology and using data mining techniques. First, we have designed a game as a free-play situation where the conditions require interplay of three children with toys and among interaction among peers. Children interacts with game through tangible toys. The environment collects accurate data on children’s actions automatically and non-intrusively. We also consider other data from direct observation by psychologists and educators. Then, we have organised a study for groups(triads) of 3 to 4-year-old children playing with this game. We analyse data from 81 children (51.9% boys and 48.1% girls) in groups of three randomly selected. The work proposes a set of actions in the game and from them a set of indicators, which are used as intermediate measures of observation to analyse the playing process. Social interaction is characterised in 5 levels: Coordination, Cooperation, Collaboration, Troubled and Unproductive; and five roles: Saboteur, Missing, Explorer, Actor, Collaborator and Director. We found that children interact socially, engage in play, help each other and mostly reach the level of collaboration. There are minority cases of non-cooperation (Troubled or Unproductive), with conflict situations or trial and error solving processes, which cause the task to last a long time before it is finally finished. We have also found that children can adopt different roles in the group. Occasionally, there are cases of children who act as conductors, organising the work while others follow. This work provides a contribution for teachers and educators in the preschool classroom, relating to social interaction. It tells us that young children can play in randomly organised groups, collaborate and take roles, help their peers and learn to do so in classroom games. It shows a learning situation that can serve as an example of how to conduct technology-mediated activities in the classroom to promote social interaction among children in an effective, engaging and motivating way.
Beatriz Barros, José Luis Triviño-Rodriguez, Mónica Trella-López, Javier Marco
Int. J. Hum. Comput. Stud.3