Creating Middle School Child-Based Personas for a Digital Math Practice Application
Shirley Varela, Candida Hall, Hee Jin Bang, Amplify, United States
EdMedia + Innovate Learning, in Montreal, Quebec, Canada ISBN 978-1-939797-16-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Education technology for grades K-12 is a diverse and growing market. As these technologies become integrated into classrooms and homes around the world, developers must consider diverse learning styles and create tools with differentiated instruction in mind. Testing these technologies with children can present budgetary, ethical, and legal hurdles. Moreover, some designers and developers of such tools may have limited background knowledge in child development or pedagogy. Child-personas, a user research method, offers a way to address these obstacles. By incorporating the needs and developmental abilities of the child-user, child-personas provide a reference that designers and developers can use when making decisions throughout the development of products designed for children. In this paper, we discuss the importance of child-personas in designing educational products, describe one process of creating child-personas, and challenges encountered.
Varela, S., Hall, C. & Bang, H.J. (2015). Creating Middle School Child-Based Personas for a Digital Math Practice Application. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 532-537). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).
© 2015 Association for the Advancement of Computing in Education (AACE)