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In this work, we present three case studies, involving classes in primary and secondary schools, in Denmark. The studies, conducted in the past 2 years, show how audio content can be generated and shared among teachers and learners, how audio material can be made more interactive to offer fruition similar to that of digital games, and how language learning can benefit from adding a social dimension...
This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design and implementation, for primary school pupils and their teachers. We propose a scenario where digital game development is...
This paper discusses findings from two studies and aims at raising awareness about the missed opportunities caused by the little adoption of non-linear narrative in learning and assessment activities. Data gathered from a longitudinal study about museum learning practice and from a semester-long investigation, conducted with circa 60 Multimedia design students, reveal that non-linear narrative is...
Having worked with transposition of domain knowledge in digital and card games, we propose a novel approach for enabling groups of primary school pupils to express their shared understanding of a topic, the group can represent their knowledge by creating a trading card game (with custom cards and rules) instead of using diagrammatical formalisms. A kit and a special design method have been devised...
Creating playful games to support domain-specific learning is a complex task. This paper presents the design and development of Prime Slaughter, a computer game to play with abstract mathematical concepts, like factorization and primality. The target group is composed of primary and early secondary school students. Following the findings of a participatory design study about children interaction in...
This paper proposes a playful learning scenario, to enhance children's museum experience, and the design of Micro Culture, a new learning platform. Micro Culture has been developed through a participatory design process, involving around 25 children. The perspective proposed in this paper is focused on enhancing existing storytelling practices, so to provide a more tangible grounding to the communication...
To gain a better understanding of the process through which technology users become technology creators, we designed a paper-based, tangible Turing Machine and introduced it to 54 teenage students. The information collected through tinkering tasks and a questionnaire is discussed both via statistics and qualitative analysis. This initial study suggests that simple paper tangibles and tinkering have...
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