Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A design theme for tangible interaction: embodied facilitation
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Collaboration and interference: awareness with mice or touch input
Proceedings of the 2008 ACM conference on Computer supported cooperative work
The effect of representation location on interaction in a tangible learning environment
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Towards Utopia: designing tangibles for learning
Proceedings of the 10th International Conference on Interaction Design and Children
Modeling on the table: agent-based modeling in elementary school with NetTango
Proceedings of the 10th International Conference on Interaction Design and Children
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Exploring how tangible tools enable collaboration in a multi-touch tabletop game
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Of BATs and APEs: an interactive tabletop game for natural history museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ToyVision: a toolkit for prototyping tabletop tangible games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Supporting non-formal learning through co-design of social games with children
Proceedings of the 11th International Conference on Interaction Design and Children
International Journal of Human-Computer Studies
FlowBlocks: a multi-touch ui for crowd interaction
Proceedings of the 25th annual ACM symposium on User interface software and technology
Exploring the use of a multi-touch surface to support collaborative information retrieval
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
Touch, click, navigate: comparing tabletop and desktop interaction for map navigation tasks
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
SimMed: combining simulation and interactive tabletops for medical education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Youtopia: a collaborative, tangible, multi-touch, sustainability learning activity
Proceedings of the 12th International Conference on Interaction Design and Children
A collaborative multi-touch, multi-display, urban futures tool
Proceedings of the Symposium on Simulation for Architecture & Urban Design
The SimMed experience: medical education on interactive tabletops
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
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This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of the project is to explore the novel design space of collaborative, multi-touch tabletop games for learning. Our focus is on identifying and understanding key design factors of importance in creating opportunities for learning. We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory. In this paper we discuss design features that enable collaborative learning, present the results from two observational studies, and compare our findings to other guidelines in order to contribute to the growing body of empirically derived design guidelines for tangible, embodied and embedded interaction.