Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
A case study of tangible flags: a collaborative technology to enhance field trips
Proceedings of the 2006 conference on Interaction design and children
Do tangible interfaces enhance learning?
Proceedings of the 1st international conference on Tangible and embedded interaction
Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology
Cognition, Technology and Work
LIFELONG INTERACTIONS: Embodied child computer interaction: why embodiment matters
interactions - The Counterfeit You
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This paper presents the design process of a learning computer game based on environmental sustainability themes for children (primary school). To control the game, children use "Alberto's Gravimente Toys", everyday life objects (e.g. inflatable bat) which incorporate different sensors that are able to detect users' input actions. The game lets children move around the physical space (indoors and outdoors), allowing simultaneous cognitive and motor exercise. Our research also aims at finding new principles by which to conceive technological tools for children, connecting both virtual and physical realities, in direct proximity, and within different contextual environments. Children were involved in the design process from the very beginning, helping to improve the game design and usability. We were also interested in studying children attitude while playing (e.g. individual/collaborative). Three user evaluation sessions are described and the corresponding results are discussed.