What makes things fun to learn? heuristics for designing instructional computer games
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What Video Games Have to Teach Us About Learning and Literacy
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Serious Games: Games That Educate, Train, and Inform
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Localized iterative design for language learning in underdeveloped regions: the PACE framework
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing digital games for rural children: a study of traditional village games in India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Mobile Technology for Children: Designing for Interaction and Learning
Mobile Technology for Children: Designing for Interaction and Learning
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving child literacy in Africa: experiments with an automated reading tutor
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Improving literacy in rural India: cellphone games in an after-school program
ICTD'09 Proceedings of the 3rd international conference on Information and communication technologies and development
Designing for everyday interactions in HCI4D
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The World Wide Telecom Web browser
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Second life for illiterates: a 3D virtual world platform for adult basic education
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A voice service for user feedback on school meals
Proceedings of the 2nd ACM Symposium on Computing for Development
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Realization of 3D virtual world platform for the basic education of adult illiterates
Journal of Mobile Multimedia
A ratification of means: international law and assistive technology in the developing world
Proceedings of the 4th ACM/IEEE International Conference on Information and Communication Technologies and Development
Conducting ethical research with a game-based intervention for groups at risk of social exclusion
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Using a Participatory Action Research Approach to Design a Lecture Podcasting System
International Journal of Mobile and Blended Learning
Powering the cellphone revolution: findings from mobile phone charging trials in off-grid Kenya
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Play and power: a ludic design proposal for ICTD
Proceedings of the Sixth International Conference on Information and Communication Technologies and Development: Full Papers - Volume 1
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Poor literacy remains a barrier to economic empowerment in the developing world. Of particular importance is fluency in a widely spoken "world language" such as English, which is typically a second language for these low-income learners. We make the case that mobile games on cellphones is an appropriate solution in the typical ecologies of developing regions. The challenge is to design e-learning games that are both educational and pleasurable for our target learners, who have limited familiarity with high technology. We propose the receptive-practice-activation cycle that could be used as the conceptual model for the designs. We then report how this format could be refined, based on our experiences in the field with three games that have collectively undergone nine rounds of iterations. In particular, it appears that maintaining a distinction between learning and fun to some extent is necessary for effective designs.