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DIGI-Teens Workshop @ AVI 2024

We organized a workshop at AVI 2024 entitled "Digital Wellbeing for Teens - Designing Educational Systems (DIGI-Teens 2024)" in the morning of Tuesday, 4 June as part of this PRIN 2022 research project.

We organized a workshop at AVI 2024 entitled "Digital Wellbeing for Teens - Designing Educational Systems (DIGI-Teens 2024)" in the morning of Tuesday, 4 June as part of this PRIN 2022 research project.

About the Workshop

We organized a workshop to discuss themes and the initial activities developed during the project at the 17th International Conference on Advanced Visual Interfaces (AVI 2024), held in Arenzano, Italy.

The workshop, entitled “Digital Wellbeing for Teens - Designing Educational System (DIGI-Teens 2024)” was held in the morning of Tuesday, 4 June.

Agenda

The workshop started at 09:15 with a welcome and introduction to the around 20 in-person participants, including the six members of this PRIN project team.

Until 11:00, we had four paper presentations around the workshop’s topic. Each presenter had 15 minutes to talk about the work and answer any questions from the audience.

An Inclusive Board Game for Smart Thing Design with ADHD Children

The first presentation was by a team of the Free University of Bozen-Bolzano and the Ca’ Foscari University of Venice. As the title said, the authors introduced a board game with cards and digital artefacts to promote digital wellbeing.

Challenges and Opportunities in Leveraging Gamification for Enhancing Young People's Digital Well-Being

We continued with a presentation from the Fondazione Bruno Kessler. In their work, the authors reflected on gamified platforms to educate 11-16-year-old students towards digital wellbeing and a more conscious use of technology.

Enhancing digital wellbeing through co-design: some preliminary results

The third presentation, by the University of Bologna, was about the preliminary results we obtained with this project. Specifically, they talked about a co-design session with 74 teenagers from the third and fourth year of high school to empower them to create applications for promoting awareness and knowledge of digital wellbeing among their peers.

Introducing Digital Wellbeing Learning in High School Education

Finally, the last presentation was from Politecnico di Torino about another activity carried out relative to the project: results of focus groups and interviews with 25 high-school students and seven teachers to understand current practices around technology use at school, as well as needs and opportunities to integrate digital wellbeing into school curricula.

After the presentations and the discussions of the papers, we had a 30-minute break. The PDFs of the papers are available on the workshop website.

We then dedicated one hour to an exercise to be done in two groups: starting from a series of dimensions that emerged from the presented papers, each group should design an activity for digital wellbeing, using whatever tool (digital or not) they wanted.

The five dimensions with their facets extracted from the papers.

At the end of the hour, the two groups proposed:

  1. A card game to share with the family how to spend their free time through stories and understand each other’s point of view – stepping into another person’s shoes.
  2. An in-class exercise to help children (8-12 years old) understand how they can find reliable sources with different means (ChatGPT, Wikipedia, …), critically analyzing the pieces of information they found.

The workshop concluded with a lunch together. It was rich in interesting discussions and ideas, which can inform the project’s next steps.

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