Proceedings of the 7th International Conference on Interaction Design and Children 2008
DOI: 10.1145/1463689.1463703
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Accountable game designs for classroom learning

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Cited by 6 publications
(7 citation statements)
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“…While a lot of studies on designing classroom technologies focus on facilitating learning activities (e.g., Bodén et al 2013;Charoenying 2008;da Silva et al 2011;Sylla 2013;Zhang et al 2010), only few research explorations also concern designing interactions which demand limited attentional resources from users (the teacher or the students). These works are known in the areas of ambient displaysdisplays designed to present information without requiring focused attention of users (Pousman and Stasko 2006) -, tangible user interfaces -interfaces provide users tangible representations of digital data to interact with (Shaer 2009) -and peripheral interaction (Bakker et al 2014).…”
Section: Related Work 21 Classroom Technologiesmentioning
confidence: 99%
“…While a lot of studies on designing classroom technologies focus on facilitating learning activities (e.g., Bodén et al 2013;Charoenying 2008;da Silva et al 2011;Sylla 2013;Zhang et al 2010), only few research explorations also concern designing interactions which demand limited attentional resources from users (the teacher or the students). These works are known in the areas of ambient displaysdisplays designed to present information without requiring focused attention of users (Pousman and Stasko 2006) -, tangible user interfaces -interfaces provide users tangible representations of digital data to interact with (Shaer 2009) -and peripheral interaction (Bakker et al 2014).…”
Section: Related Work 21 Classroom Technologiesmentioning
confidence: 99%
“…Consequentially, it is important to consider precisely how the characteristics and dynamics that are structured into a learning activity such as a game, influence student attitudes, dispositions, and learning (Charoenying, 2008). Given that games-as simple as tic-tac-toe, or as complex as a massive, multiplayer computer world-are constructed artifacts, these are ultimately issues of design, and I would like to submit that a gap exists in our understanding of how to best design and utilize games for classroom contexts.…”
Section: The Gap Between Game-play and Classroom Instructionmentioning
confidence: 99%
“…On the other hand, poorly designed or improperly utilized games may have a deleterious effect on student affect, esteem, or interest in an academic subject (see Bandura, 1986;Bragg, 2007;Charoenying, 2008). Furthermore, if students fail to learn "academic content" from a game design, it is difficult from the perspective of a classroom educator to justify its use.…”
Section: Guarded Potential Of Gamesmentioning
confidence: 99%
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