2018
DOI: 10.1093/iwc/iwy006
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Children’s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces

Abstract: Collaborative Problem Solving (CPS) is an essential soft skill that should be fostered from a young age. Research shows that a good way of teaching such skills is through video games; however, the success and viability of this method may be affected by the technological platform used. In this work we propose a gameful approach to train CPS skills in the form of the CPSbot framework and describe a study involving eighty primary school children on user experience and acceptance of a game, Quizbot, using three di… Show more

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Cited by 11 publications
(9 citation statements)
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“…The game of Circuit Runner chose five facets of collaboration skills [19,20] as outlined in the ACT's Holistic Framework [21], including maintaining a shared understanding, engagement/interaction, evaluate feature identification and strategy. Jurdi et al [22] developed a framework for collaboration called CPSbot, revolving around four skills of communication, negotiation, organization and planning, which is based on the PISA 2015 definition of collaborative problem-solving. Cheng et al [23] employed the Team Competition-based Ubiquitous Gaming model [24] in their game design to promoting players' collaboration.…”
Section: Methodsmentioning
confidence: 99%
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“…The game of Circuit Runner chose five facets of collaboration skills [19,20] as outlined in the ACT's Holistic Framework [21], including maintaining a shared understanding, engagement/interaction, evaluate feature identification and strategy. Jurdi et al [22] developed a framework for collaboration called CPSbot, revolving around four skills of communication, negotiation, organization and planning, which is based on the PISA 2015 definition of collaborative problem-solving. Cheng et al [23] employed the Team Competition-based Ubiquitous Gaming model [24] in their game design to promoting players' collaboration.…”
Section: Methodsmentioning
confidence: 99%
“…It is crucial to incorporate a set of communication tools to enable group members to share information and communicate with each other. The chatting channel [8,12,14,21,22,32] is considered to be one fundamental mechanic that enables group members to discuss, exchange information and make decisions together. It also allows team members to offer assistance or feedback to each other as well as provides the most and strongest supporting for planning and taking action on the tasks.…”
Section: Actionsmentioning
confidence: 99%
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“…This would be interesting not only because good technology acceptance is key for the success of the game intervention, but because handhelds can be carried around with the patients, and are less obtrusive in certain procedures and situations as they are wireless. By joining several of these devices together one could devise colocated games to foster socialization [53,66], which has been mostly unexplored in children in hospital. should be used with caution, as they are known to produce symptoms similar to motion sickness [67], and even though this can be reduced by playing seated instead of standing [68], they present too big of a risk to expose hospitalized children to them.…”
Section: Technologiesmentioning
confidence: 99%
“…incorporating interactions with the physical space in a technological game is perceived as easier and more fun than screen-based activities [66]. Tangibles can be represented as toys, which are already familiar to children (e.g., plush toys [71]).…”
Section: Accepted Manuscriptmentioning
confidence: 99%