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Playing for real

Elizabeth Bonsignore, Derek Hansen, Kari Kraus, Amanda Visconti, June Ahn, Allison Druin
2013 Proceedings of the 12th International Conference on Interaction Design and Children - IDC '13  
ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars.  ...  Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13-15 years old).  ...  As noted by a librarian who worked with teens to design ARGs to support summer reading programs, "Internet safety and not misrepresenting yourself…is a very big concern for this age group" (H.  ... 
doi:10.1145/2485760.2485788 dblp:conf/acmidc/BonsignoreHKVAD13 fatcat:iarvaj3vjnfezaq5o3dsrlihre

Using Design of Location-Based Augmented Reality Experiences to Engage Art-Oriented Girls in Technology and Science

Cathlyn Davis Stylinski, Amy Kamarainen, Martin Storksdieck, David Gagnon, Ruth Kermish-Allen, Kelly Riedinger
2021 Frontiers in Education  
Our "use-modify-create" approach provided first-hand experiences with the AR software early on, and thus supported the girls and their art educators in designing and showcasing their walking tours.  ...  community), non-hierarchical design (collaborations where both adults and youth generate content), and learning through design (engaging in design, not just play).  ...  AUTHOR CONTRIBUTIONS All authors contributed to conception and design of the program and associated research.  ... 
doi:10.3389/feduc.2021.689512 fatcat:2ejjnet6jfexxnrtqasrbmil3a

Reflections on a synergistic format for disseminating research through design

Jayne Wallace, Joyce S.R. Yee, Abigail Durrant
2014 Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems - CHI EA '14  
We received over 3200 submissions and accepted nearly 1000 that will appear in the ACM Digital Library.  ...  People in their everyday contexts, in diverse regions of the world, from very different backgrounds, with alternative outlooks on life drive this innovation.  ...  Harper is Principal Researcher at MicrosoftResearch in Cambridge and co-manages the Socio-Digital Systems group.  ... 
doi:10.1145/2559206.2578865 dblp:conf/chi/WallaceYD14 fatcat:ahmagujkwnem7evdemu7mx2r3y

Immersive virtual reality health games: a narrative review of game design

Gordon Tao, Bernie Garrett, Tarnia Taverner, Elliott Cordingley, Crystal Sun
2021 Journal of NeuroEngineering and Rehabilitation  
Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.  ...  We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English.  ...  Ultimately, participatory approaches may facilitate better game design at all levels, in fine-tuning mechanics, designing satisfying dynamics, and identifying aesthetics that resonate most strongly with  ... 
doi:10.1186/s12984-020-00801-3 pmid:33573684 fatcat:sft7dpuaoffnbo366mrparonwi

Preventing alcohol misuse in young people: an exploratory cluster randomised controlled trial of the Kids, Adults Together (KAT) programme

Jeremy Segrott, Heather Rothwell, Gillian Hewitt, Rebecca Playle, Chao Huang, Simon Murphy, Laurence Moore, Matthew Hickman, Hayley Reed
2015 Public Health Research  
of KAT.DesignParallel-group cluster randomised exploratory trial with an embedded process evaluation.  ...  Together programme consisted of (1) classwork addressing the effects of alcohol; (2) a family event for children and parents/carers; and (3) a 'goody bag' containing fun items, including a digital versatile  ...  We would like you to do just what you would normally do in class or at the fun evening and we will try not to get in the way.  ... 
doi:10.3310/phr03150 fatcat:lcjnqcdw2vh6vihm243dymrxgy

Games for Change: Looking at Models of Persuasion Through the Lens of Design [chapter]

Alissa N. Antle, Theresa Tanenbaum, Anna Macaranas, John Robinson
2014 Gaming Media and Social Effects  
In this chapter, we describe our methodology, present six categories of design markers, and describe the specific strategies for each marker associated with each of the three models of persuasion.  ...  We conclude with proposed guidelines for game design of Games for Change.  ...  In part this is because our unit of analysis is the entire game, not a small component, so design strategies work together.  ... 
doi:10.1007/978-981-4560-96-2_8 fatcat:aoa57njs3vahjhaey4vcdazr4y

When Designers Ask, "What If?"

E. Scott Denison
2012 World Future Review  
form of design research, in a construct with different rules and possibilities, to experiment with the impact of technology and design on society, government, culture, and individuals.  ...  Combining the conventions of narrative storytelling with design prototyping is an emerging area of study.  ...  Across from them is a young boy, clothed, in a chair. With a photo sweep backdrop. Large projection screens show names and faces of children and teens.  ... 
doi:10.1177/194675671200400207 fatcat:q2cflwvbwrb63cov24mnjadjne

Foundations of Game-Based Learning

Jan L. Plass, Bruce D. Homer, Charles K. Kinzer
2015 Educational Psychologist  
We then review design elements of games that facilitate learning by fostering learners' cognitive, behavioral, affective, and sociocultural engagement with the subject matter.  ...  Finally, we discuss the basis of these design elements in cognitive, motivational, affective, and sociocultural foundations by reviewing key theories from education and psychology that are the most pertinent  ...  (where individuals form groups and act together).  ... 
doi:10.1080/00461520.2015.1122533 fatcat:ppofd7a56bagxhyu4ntngnhi7y

Beyond Play: Conceptualising the Capability of a Good Digital Game to Stimulate Interest in STEM

Shahrul Affendi Ishak, Rosseni Din, Umi Azmah Hasran
2021 International Journal of Learning, Teaching and Educational Research  
Here we conceptualise the usefulness of STEM digital games for stimulating an interest in STEM, particularly among children from a design perspective.  ...  To achieve this, STEM digital games should be designed to be of better quality.  ...  Many thanks go to all of the researchers under the Personalised Education Research Group and Geran Universiti Penyelidikan (GUP-2016-039) for their financial, intellectual, spiritual, and moral support  ... 
doi:10.26803/ijlter.20.10.13 fatcat:phdw7qtl35gz3lbv6psuiihpnq

From Parental Control to Joint Family Oversight: Can Parents and Teens Manage Mobile Online Safety and Privacy as Equals?

Mamtaj Akter, Amy J. Godfrey, Jess Kropczynski, Heather R. Lipford, Pamela J. Wisniewski
2022 Proceedings of the ACM on Human-Computer Interaction  
Our research aims to highlight and alleviate the complex tensions around online safety, privacy, and smartphone usage in families so that parents and teens can work together to better manage mobile privacy  ...  We developed a mobile application ("app") for Community Oversight of Privacy and Security ("CO-oPS") and had parents and teens assess whether it would be applicable for use with their families.  ...  We would also like to thank the parents and teens who participated in our study. This research was supported by the U.S.  ... 
doi:10.1145/3512904 fatcat:z3h3x5pyjveoje4aiektuuunbm

Bodies as evidence: Mapping new terrain for teen pregnancy and parenting

Aline C. Gubrium, Alice Fiddian-Green, Kasey Jernigan, Elizabeth L. Krause
2016 Global Public Health  
This paper argues for the increased use of participatory visual methods to compliment traditional research methods in shifting notions of what counts as evidence in response to teen pregnancy and parenting  ...  Body mapping, as an engaging, innovative participatory visual methodology, involves young parenting women and other marginalised populations in drawing out a deeper understanding of sexual health inequities  ...  Acknowledgments We are particularly grateful to the young women from The Centre for participating in body mapping and other project-related workshops and activities.  ... 
doi:10.1080/17441692.2016.1143522 pmid:26895231 fatcat:rzaitkn545b63iib6qw7z6qfxu

A walk on the WILD side: How wireless handhelds may change computer-supported collaborative learning

Jeremy Roschelle, Roy Pea
2002 International Journal of Cognition and Technology  
Designs for CSCL (Computer-Supported Collaborative Learning) applications usually presume a desktop or laptop computer.  ...  We speculate on how CSCL research may consequently evolve towards a focus on kinds of systemic coupling in an augmented activity space.  ...  Likewise, Participatory Simulations exchange information based on interstudent proximity in the virus role-play to examine the dynamics of disease transmission.  ... 
doi:10.1075/ijct.1.1.09ros fatcat:iavxi7klljgqjcjx54b5ttlqcq

'It brings it all back, all those good times; it makes me go close to tears'. Creating digital personalised stories with people who have dementia

Valerie Critten, Natalia Kucirkova
2017 Dementia  
In this article, we report a summary of three case studies of people living with dementia, who created or co-created their own digital personal books using the freely available iPad app called Our Story  ...  Creating digital personalised stories with people who have dementia Abstract The purpose of these three case studies was to analyse and theoretically explain the contribution of digital multimedia personalisation  ...  In the absence of other data on the use of this kind of approach with people living with dementia and in light of our previous work with digital personalised stories with other vulnerable groups (children  ... 
doi:10.1177/1471301217691162 pmid:28161989 fatcat:6woga54eazbs3bmvobfebmxn7a

Measuring Health Information Dissemination and Identifying Target Interest Communities on Twitter: Methods Development and Case Study of the @SafetyMD Network

Venk Kandadai, Haodong Yang, Ling Jiang, Christopher C Yang, Linda Fleisher, Flaura Koplin Winston
2016 JMIR Research Protocols  
dynamic features in the environment.  ...  Lesson 11 Set Realistic Goals Social media can raise awareness, increase a user's knowledge of an issue, change attitudes, and prompt behavior change in dynamic, personalized, and participatory ways.  ...  Secondary Study Design Evaluation of web-based intervention utilizing qualitative and quantitative feedback, via focus groups, interviews, satisfaction questionnaires, and task analysis, from teenagers  ... 
doi:10.2196/resprot.4203 pmid:27151100 pmcid:PMC4873622 fatcat:uabqcnrqz5h7bht2sc6hf54njy

Children's Civic Engagement in the Scratch Online Community

Ricarose Roque, Sayamindu Dasgupta, Sasha Costanza-Chock
2016 Social Sciences  
Children appropriate the affordances of digital platforms in order to discuss, connect, and act with their peers and in their communities.  ...  In this paper, we analyze civic engagement in Scratch Online, a creative community where children from around the world learn programming by designing and sharing interactive media projects.  ...  Acknowledgments: The authors acknowledge support from the Lifelong Kindergarten Group at the MIT Media Lab and from the MIT Center for Civic Media.  ... 
doi:10.3390/socsci5040055 fatcat:e4roerszu5hdpp2q5obanwdncu
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