TY - GEN
T1 - Escape!Bot
T2 - 14th ACM Creativity and Cognition Conference, C and C 2022
AU - Ali, Safinah
AU - Devasia, Nisha Elizabeth
AU - Breazeal, Cynthia
N1 - Publisher Copyright:
© 2022 Owner/Author.
PY - 2022/6/20
Y1 - 2022/6/20
N2 - In this work, we explore the effect of a social robot's embodiment and creativity scaffolding on children's creative problem solving skills in the context of a digital creative problem-solving game called Escape!Bot. Children aged 5-11 years played the video game, which involved assembling contraptions to escape a digital world, and the robot Jibo acted as a collaborative peer that offered questions, reflective prompts, challenges, and ideas. In order to evaluate the role of the robot's co-presence and creativity scaffolding, we ran a 2x2 experiment to determine the factorial efficacy of the robot's embodiment and creativity scaffolding behaviors. We observed mixed results, with the robot's creativity scaffolding having a positive influence on the time taken to complete the game, but not on the overall use of novel objects or reuse of objects. We present the system design, user study and findings from Escape!Bot to investigate the feasibility of designing social robots to support creative problem solving.
AB - In this work, we explore the effect of a social robot's embodiment and creativity scaffolding on children's creative problem solving skills in the context of a digital creative problem-solving game called Escape!Bot. Children aged 5-11 years played the video game, which involved assembling contraptions to escape a digital world, and the robot Jibo acted as a collaborative peer that offered questions, reflective prompts, challenges, and ideas. In order to evaluate the role of the robot's co-presence and creativity scaffolding, we ran a 2x2 experiment to determine the factorial efficacy of the robot's embodiment and creativity scaffolding behaviors. We observed mixed results, with the robot's creativity scaffolding having a positive influence on the time taken to complete the game, but not on the overall use of novel objects or reuse of objects. We present the system design, user study and findings from Escape!Bot to investigate the feasibility of designing social robots to support creative problem solving.
KW - child-robot interaction
KW - collaboration
KW - creativity
KW - divergent thinking
KW - social robots
UR - http://www.scopus.com/inward/record.url?scp=85133386227&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85133386227&partnerID=8YFLogxK
U2 - 10.1145/3527927.3532793
DO - 10.1145/3527927.3532793
M3 - Conference contribution
AN - SCOPUS:85133386227
T3 - ACM International Conference Proceeding Series
SP - 275
EP - 283
BT - C and C 2022 - Proceedings of the 14th Creativity and Cognition 2022
PB - Association for Computing Machinery
Y2 - 20 June 2022 through 23 June 2022
ER -