An Interactive, Unplugged Activity to Engage Children in Designing
Solutions for Smart Villages
Ilenia Fronza
1 a
, Aziya Mehboob
1 b
, Gennaro Iaccarino
2 c
and Giovanni Pernigotto
1 d
1
Free University of Bozen/Bolzano, Italy
2
Direzione Istruzione e Formazione Italiana, Bolzano, Italy
Keywords:
Interactive Activity, Smart Village, Smart Home, Coding, Parsons Problem.
Abstract:
Smart villages require the involvement of residents. However, past experiences have revealed that goals were
often not achieved because the community was treated as a single entity. In particular, the literature high-
lights the importance of improving smart services and outcomes to meet the needs of children, who are often
excluded from participatory initiatives and rarely recognized as stakeholders. Non-conventional learning en-
vironments, like science festivals, provide an excellent opportunity to raise awareness and engage children
as stakeholders in smart villages. However, organizing these events can be challenging due to the diverse
backgrounds and varying needs of participants. Moreover, organizers often lack familiarity with individuals’
learning styles and requirements. This study presents an interactive, unplugged activity aimed at children aged
6 to 10, where they can devise solutions for smart villages while learning fundamental programming concepts.
To illustrate the potential of this activity, we present the results of its initial implementation with approxi-
mately 100 participants during a science festival. The first results show that the proposed activity is effective,
engaging, and inclusive, making it an effective method for managing large and diverse groups of participants
at science festivals.
1 INTRODUCTION
Smart villages aim to implement the concept of smart
cities in rural areas, drawing from research on smart
cities (Dassori et al., 2019; Visvizi and Lytras, 2018).
Just as citizens are integral to smart cities (Hennig,
2014), local participation is crucial for smart villages
(Juan and Mceldowney, 2021). However, the experi-
ence of smart cities has revealed that goals were of-
ten unmet due to the oversight of the specific needs
of their residents (Dameri, 2014). Furthermore, par-
ticipatory planning processes have been criticized for
considering an “average citizen” (Montalvan Castilla
and Riel M
¨
uller, 2024). For instance, despite being
beneficiaries, users, and data subjects (Sun, 2023),
children have rarely been considered stakeholders
(Montalvan Castilla and Riel M
¨
uller, 2024). They
are often seen as passive users (Geeng and Roesner,
2019), and technologies are not designed with chil-
a
https://orcid.org/0000-0003-0224-2452
b
https://orcid.org/0009-0005-4377-9362
c
https://orcid.org/0000-0002-7776-7379
d
https://orcid.org/0000-0002-1027-7199
dren in mind (Sun, 2023).
Non-conventional learning experiences, like sci-
ence festivals, provide excellent opportunities to raise
awareness and involve children in expressing their
preferences for features they would like to see in
smart villages. Diversity and heterogeneity are key
factors of these initiatives (Fronza and Pahl, 2019)
as they attract large and diverse groups of partici-
pants with different needs and backgrounds. There-
fore, unlike in a traditional classroom setting, instruc-
tors typically do not know each participant’s learning
style and needs. This makes it difficult to facilitate
these events, and there is a risk that participants may
struggle to keep up with the pace of the activities and
be dissatisfied with their outcomes (Fronza and Pahl,
2019). For this reason, inclusive educational mate-
rial is needed for this particular setting. According to
the cognitive load theory (Sweller, 1988), the mate-
rial should be designed to reduce the extraneous load,
which is caused by the complexity of the instructional
materials, and focus on the germane load, which is
devoted to the processing, construction, and automa-
tion of schemes in long-term memory (Ericson et al.,
2018) to allow for the construction of schemes.
526
Fronza, I., Mehboob, A., Iaccarino, G. and Pernigotto, G.
An Interactive, Unplugged Activity to Engage Children in Designing Solutions for Smart Villages.
DOI: 10.5220/0013265400003932
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 526-533
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
Picking up from that need, in this paper, we
present an interactive, unplugged activity to engage
children aged 6 to 10 in designing solutions for smart
villages, with a specific focus on smart homes. To fos-
ter algorithmic thinking education from an early age
(Fronza et al., 2014; Djurdjevic-Pahl et al., 2017), the
activity incorporates fundamental programming con-
cepts to assist in managing various conditions within
a smart home. To illustrate the potential of our ap-
proach, we present the results of its first implemen-
tation by summarizing them to analyze two relevant
aspects:
1. Understand whether the proposed interactive, un-
plugged activity succeeds in involving children in
designing solutions for smart homes.
2. Outline the effectiveness of the proposed interac-
tive, unplugged activity for science festivals tar-
geting younger children.
According to the results of the initial implementa-
tion, our approach was successful and allowed us to
manage large and diverse groups of participants in-
clusively. At the end of the activity, the participants
demonstrated their understanding of the if-then-else
construct and effectively acted as stakeholders by ex-
pressing their desired features for smart homes.
The rest of the paper is organized as follows. Sec-
tion 2 provides background information and related
work. Section 3 describes the proposed interactive
activity. Section 4 describes the first evaluation of
the proposed activity and Section 5 reports its results.
Section 6 concludes this work.
2 BACKGROUND INFORMATION
AND RELATED WORK
Smart villages face the typical issues of rural areas
(Zavratnik et al., 2020), such as limited access to
essential services like healthcare and education, low
digital literacy, and fewer job opportunities (Johnson
and Lichter, 2019; Cunha et al., 2020; Anastasiou
et al., 2021; Rodr
´
ıguez-Soler et al., 2020). Moreover,
the rapid adoption of new technologies tends to oc-
cur in urban areas, further widening the digital divide
(Stojanova et al., 2021).
Smart homes consist of interconnected sensors,
interfaces, devices, and appliances, enabling automa-
tion and local or remote control of lighting, ventila-
tion, heating, energy usage, and security (Paetz et al.,
2012). These homes collect contextual data about the
environment and their residents to offer customized
support and user-friendly interfaces, prioritizing the
user’s perspective (Singh et al., 2014). However,
smart homes are often designed by considering chil-
dren as passive users (Geeng and Roesner, 2019; Sun,
2023).
To address this issue, it is necessary to involve
children more in designing solutions for smart homes
by considering them as equal stakeholders and valu-
ing their input as experts in their own lives (Hansen,
2017). For instance, Sheriff et al. developed a me-
chanical tool for children that encourages systematic
exploration of mechanical concepts, initiative, proce-
dural thinking, and positive risk-taking in a home en-
vironment (Sheriff et al., 2017). Another study pro-
posed a user interface designed for children to help
them describe tasks related to end-user development
in smart homes. An experiment involving 32 par-
ticipants aged 8 to 12 was conducted in a simulated
classroom designed to resemble a smart home to eval-
uate the effectiveness of this user interface (Kakavand
et al., 2023). Berrezueta-Guzman et al. developed
a smart home environment designed to assist chil-
dren with their daily tasks (Berrezueta-Guzman et al.,
2020). This environment incorporates intelligent ob-
jects, such as study chairs and desks, which mon-
itor children’s behavior during homework and pro-
vide real-time supervision and guidance. In inter-
views with 17 children aged 9 to 12, it was found
that they strongly associated smart home technologies
with practical needs, such as cleaning their rooms or
turning on lights (Erel et al., 2020).
The effort to engage children in the co-design of
urban environments has largely focused on the con-
text of smart cities. Gomes et al. introduced the
Smart City Kids Lab project aimed at encouraging
children to explore and learn programming (Gomes
et al., 2019). Simonofski et al. developed a participa-
tory design workshop aimed at enhancing children’s
understanding of the smart city concepts (Simonofski
et al., 2019). This workshop comprised three parts:
a theoretical introduction, the creation of a smart city
model, and the identification and resolution of urban
challenges within that model. The smart city model
developed during the second part of the workshop re-
lied on paper, which made it difficult for the children
to engage in meaningful discussions. To address this
issue, Clarinval et al. proposed a collaborative, tan-
gible interface (Clarinval et al., 2021). Their updated
city model featured an interactive table that displayed
a blank city map. In 2023, Clarinval et al. proposed
a workshop aimed at educating children aged 12-14
about smart city concepts. The workshop involved
participants in exercises related to urban planning and
aimed to develop a method for citizen participation.
However, one limitation of the workshop was that the
children completed the post-test several days or weeks
later (Clarinval et al., 2023).
An Interactive, Unplugged Activity to Engage Children in Designing Solutions for Smart Villages
527
Figure 1: Structure of the activity. All the images representing the stages are AI-generated.
3 THE INTERACTIVE,
UNPLUGGED ACTIVITY
The proposed activity engages children in designing
solutions for smart homes. As shown in Figure 1, it
consists of two phases detailed in this section.
3.1 First Phase: Programming Activity
In this phase, children are introduced to the concept
of smart homes through an unplugged programming
activity. While completing this phase, children learn
the basic programming construct for managing differ-
ent conditions in smart homes, specifically the if-then-
else construct.
Table 1 summarizes the five stages of the un-
plugged programming activity. Each stage corre-
sponds to a situation that can occur in a smart home.
Each situation is illustrated in an image to help chil-
dren understand them more easily. In each stage, chil-
dren are required to write instructions for program-
ming the smart home using the if-then-else construct.
Children must complete one stage before moving on
to the next.
To program the smart home according to the given
situation in each stage, children solve Parsons prob-
lems by correctly rearranging the solution’s lines of
code presented in a scrambled order as colored tiles
(Ericson et al., 2022). The main characteristics of
Parsons problems are implemented in each stage as
detailed in Table 2.
The Parsons problems present increasing chal-
lenges across the five stages. For example, in the sec-
ond stage, the secondary execution path is introduced
when the if clause evaluates to false. From the third
stage onward, distractors are added, first one and then
two, which increases the number of tiles to consider
while writing an instruction.
The choice to incorporate Parsons problems orig-
inates from our objective to create an interactive
and inclusive learning activity suitable for non-
conventional educational settings. Specifically, we
use adaptive Parsons problems to improve teaching
and support learning (Ericson et al., 2018; Hou et al.,
2022; Prather et al., 2023; Wu and Ericson, 2024) of
students with special educational needs or cognitive
impairments (Haynes, 2020; Haynes-Magyar, 2024).
We utilized two distinct approaches for imple-
menting adaptation in Parsons problems. Intra-
problem adaptation is obtained by having the instruc-
tor dynamically make the problem easier if the learner
is struggling to solve the problem. Inter-problem
adaptation is obtained by having the instructor mod-
ify the next stage based on the learner’s performance
on the previous one (e.g., by skipping one stage). Be-
ing an unplugged programming activity, the instructor
provides immediate line-based feedback on the solu-
tion (Ericson et al., 2022) and answers to potential
questions.
Children progress through the five stages at their
own pace and can seek support from the instructor
whenever needed.
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528
Table 1: The five stages of the interactive activity. Each stage corresponds to different situations that can occur in a smart
home.
Stage Fragments Solution Characteristics
1. Nobody is at home
There is no secondary path
of execution when the “if
clause evaluates to false.
There are no distractors.
2. It is dark in the house
There is a secondary path
of execution when the “if
clause evaluates to false.
There are no distractors.
3. There is a smell in the house
There is a secondary path
of execution when the “if
clause evaluates to false.
There is one distractor.
4. It is winter and it is cold at home
There is a secondary path
of execution when the “if
clause evaluates to false.
There are two distractors
(easily identifiable).
5. It is summer and it is hot at home
There is a secondary path
of execution when the “if
clause evaluates to false.
There are two distractors
(more difficult to identify
respect to the previous
stage).
All the images representing the stages are AI-generated.
3.2 Second Phase: Becoming
Stakeholders
In the second phase, children take on the role of stake-
holders and share their opinions on the features they
want to see in a smart home. To this end, they are
encouraged to answer the question: In your opinion,
what should a smart home do? by using a card that
reflects the structure of the five stages they have com-
pleted in the first phase of the activity.
As shown in Figure 1, the card has three blocks
labeled if, then, and else, and three empty blocks to
be completed with a condition, the action to be per-
formed if the condition is true, and the action to be
performed otherwise.
4 FIRST IMPLEMENTATION
To illustrate the potential of the proposed activity, we
implemented it at a public science festival in Bolzano,
Italy. This festival is a free-to-attend family science
day featuring talks, demonstrations, exhibitions, and
interactive experiences on Science, Technology, Engi-
An Interactive, Unplugged Activity to Engage Children in Designing Solutions for Smart Villages
529
Table 2: Characteristics of Parsons problem (as listed in (Ericson et al., 2022)) in the proposed activity.
Characteristic Motivation
Atomicity A limited number of fragments is provided. Fragments are elements of
a line.
Problem Space The number of available fragments is limited and reuse is not allowed.
Distractors are introduced in the more advanced stages.
Constructing a Solution Each stage begins with an empty solution space into which the frag-
ments are positioned in order.
Correctness and Feedback The instructor provides immediate line-based feedback on the solution.
Modality and User Interface A drag-and-drop environment is simulated: fragments are written on
colored tiles. Yellow tiles contain the if-then-else construct.
Syntax Fragments are written in natural language.
Scaffolding Children can ask for the instructor’s help.
Fit and Expected Time on Task The presented problems are appropriate to children aged 6 to 10. Solv-
ing a problem requires 2-3 minutes.
neering, Art, and Math (STEAM) to encourage young
people to pursue science education (Canovan, 2019;
DeWitt et al., 2016). The festival provides an appro-
priate context for our interactive activity as it attracts
a broad, non-expert, curious, and motivated to learn
population. The festival involved around 2000 partic-
ipants of all ages.
The proposed activity took place in a room with
free entrance and no reservation required. Three
workstations were set up on a large table, each with a
chair, and three instructors (i.e., authors of this paper)
were ready to welcome the participants (Figure 2).
Children could approach the table spontaneously or
be kindly invited by the instructors. They could leave
at any point without completing all the activities. The
booth was open for 8 hours and hosted approximately
one hundred children (6-10 years old). The instruc-
tors collected semi-structured observations and the
cards completed by children in the second phase.
Figure 2: Picture taken during the first implementation of
the activity at the science festival.
5 RESULTS
In this section, we summarize the results of the first
implementation of the proposed activity to analyze
two relevant aspects.
1. Understand Whether the Proposed Unplugged,
Interactive Activity Succeeds in Involving Children
in Designing Solutions for Smart Homes.
Around 100 children participated in the first phase
of the proposed activity, with a good balance of gen-
ders. Some children only completed part of the ini-
tial phase, mainly because they preferred to explore
more booths at the science festival rather than spend-
ing too much time on a single activity. During this
time, younger and absolute beginners typically com-
pleted two or three stages, while older and more ex-
perienced participants managed to complete all stages
in around 15 minutes.
Overall, most children were eager to complete
the stages before moving to the next booth and
showed enthusiasm when demonstrating their solu-
tions. Around 60 children completed the first phase.
Some asked the facilitators for additional details and
imagined other scenarios involving smart homes.
The observations collected during the implemen-
tation of the first phase are summarized in Table 3.
Table 3: First phase of the activity: results of the first im-
plementation.
Observation Result
Number of participants 100
Min. time spent on the activity 10 min.
Min. number of stages completed 2
Max. time spent to complete all the stages 15 min.
Number of participants who completed all
the stages
60
CSEDU 2025 - 17th International Conference on Computer Supported Education
530
Out of the children who completed the first phase
of the activity, only 18 went on to finish the second
phase, in which they expressed their wishes for a fea-
ture in a smart home. The other children chose instead
to engage in various other activities offered at the sci-
ence festival.
The analysis of the completed cards reveals that
all the children understood the fundamentals of the if-
then-else construct, as they demonstrated their ability
to input in the card a condition, the action to be ex-
ecuted if the condition is true, and the action to be
executed otherwise.
Most of the 18 respondents understood the smart
home’s basic concept. Only three children men-
tioned a condition related to themselves rather than
the house (for example, “if I am sleeping”) and one
also mentioned actions unrelated to the house (“if
I am bored, then I jump, else I draw”). Confirm-
ing the previous literature in the field (Erel et al.,
2020), children have shown a strong association be-
tween smart home technologies and practical needs.
Among their desired features for smart homes, they
listed the possibility of controlling shutters/windows,
lights, cleaning, heating/air conditioning, and protect-
ing from thieves/fires.
Table 4: Second phase of the activity: results of the first
implementation.
Observation Result
Number of participants 18
Number of children who understood the fun-
damentals of the if-then-else construct
18
Number of children who understood the
smart home’s basic concept
14
Overall, according to the observations collected in
the first implementation, the proposed activity results
as a successful means to inclusively involving chil-
dren to whatever extent they chose to participate.
2. Outline the Effectiveness of the Proposed Un-
plugged, Interactive Activity for Science Festivals
Targeting Younger Children.
The proposed activity was successful, engaging
approximately 100 children of different genders in
the target age of 6 to 10 years old, during the sci-
ence festival. Additionally, the activity provided an
additional opportunity to raise awareness about smart
homes: while the children were busy with the activ-
ity, accompanying adults watched a video on smart
homes that was projected near the activity table. Af-
terward, many adults approached the facilitators, who
are experts in the field, to ask questions regarding
smart homes and their controls.
The activity was inclusive, allowing all children
to participate to some degree. We did not observe
any cases of children immediately abandoning the ac-
tivity. Moreover, all the children completed some
stages of the first phase of the activity, with more
experienced or faster participants implementing all
the stages and even imagining additional situations in
smart homes. Therefore, the Parsons problem struc-
ture has proven essential in involving everyone, at
least in the initial and most straightforward part.
Most children had unconsciously decided to spend
a maximum of 10 minutes on the activity. After this
time, they preferred to move on and visit other festival
booths. Only 18 children chose to continue to the sec-
ond phase, which likely needed to be more engaging
and playful to retain children’s attention at the booth.
After finishing the first phase, many children believed
they were done and opted to spend their time at other
booths instead.
These results suggest that this activity is effective
for science festivals focused on younger children, as
it not only captures their interest but also promotes
inclusivity.
6 CONCLUSION AND FUTURE
WORK
In this work, we presented an interactive, unplugged
activity aimed at engaging children aged 6 to 10 in
designing solutions for smart villages, with a specific
focus on smart homes. The activity also incorporates
basic programming concepts to help manage various
conditions within a smart home. To illustrate the po-
tential of our approach, we presented the results of
its first implementation involving around 100 partici-
pants during a science festival.
The results from its first implementation show that
the proposed activity is both engaging and inclusive.
This makes it an effective method for managing large
and diverse groups of participants, particularly at sci-
ence festivals aimed at younger children. Moreover,
the children who completed both the phases of the ac-
tivity demonstrated their understanding of the if-then-
else construct and successfully acted as stakeholders
by expressing their desired features for smart homes.
Some limitations could impact the results of this
work. For example, we have noticed that, consis-
tent with previous literature in the field (Erel et al.,
2020), children associated smart home technologies
with practical needs. However, this may be influenced
by the specific contexts presented in the first phase
of the activity. Furthermore, conducting the study in
an uncontrolled environment means we lack detailed
information regarding participants’ programming and
smart home skills, which prevents us from confidently
An Interactive, Unplugged Activity to Engage Children in Designing Solutions for Smart Villages
531
asserting that the activity contributes to developing
these skills.
Replications are necessary to draw more robust
conclusions, such as by conducting the activity in dif-
ferent non-traditional learning environments. Addi-
tionally, we need replications in more controlled set-
tings to account for specific factors, including the
presence of special educational needs. This level of
control is not possible at events like science festivals,
where we can only assume that participants have di-
verse learning needs.
Future work may consider transitioning from an
unplugged version of the proposed activity to a more
interactive digital tool, which could increase the adap-
tation of the Parsons problems in the first phase.
Moreover, the second phase could address the issues
identified in this work, specifically becoming more
engaging. For example, children may suggest fea-
tures they would like in smart homes by modifying
a smart home simulation incorporated into the tool.
Furthermore, the tool could use artificial intelligence
to generate personalized and adaptive Parsons prob-
lems (del Carpio Gutierrez et al., 2024) rather than
just learning to solve them (Hou et al., 2024), tailor-
ing them to each child’s cognitive needs. Finally, to
better prepare the population for smart villages, the
approach presented in this paper could be expanded
to other disciplines beyond computer science, includ-
ing non-technical fields.
ACKNOWLEDGEMENTS
This study was funded by the European Union -
NextGenerationEU, in the framework of the consor-
tium iNEST - Interconnected Nord-Est Innovation
Ecosystem (PNRR, Missione 4 Componente 2, Inves-
timento 1.5 D.D. 1058 23/06/2022, ECS 00000043
Spoke1, RT1A, CUP I43C22000250006). The views
and opinions expressed are solely those of the authors
and do not necessarily reflect those of the European
Union, nor can the European Union be held responsi-
ble for them.
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