Single display groupware: a model for co-present collaboration
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
GeneyTM: designing a collaborative activity for the palmTM handheld computer
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Designing mobile technologies to support co-present collaboration
Personal and Ubiquitous Computing
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Multiple mice for retention tasks in disadvantaged schools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing e-learning games for rural children in India: a format for balancing learning with fun
Proceedings of the 7th ACM conference on Designing interactive systems
Picture browsing and map interaction using a projector phone
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
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
Investigating teamwork and taskwork in single- and multi-display groupware systems
Personal and Ubiquitous Computing
Understanding children's interactions in synchronous shared environments
CSCL '02 Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
Collaboration in cognitive tutor use in latin America: field study and design recommendations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
F2FMI: A toolkit for facilitating face-to-face mobile interaction
Expert Systems with Applications: An International Journal
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The developing world faces infrastructural challenges in providing Western-style educational computing technologies, but on the other hand observes very high cell phone penetration. However, the use of mobile technology has not been extensively explored in the context of collaborative learning. New projection and display technologies for mobile devices raise the important question of whether to use single or multiple displays in these environments. In this paper, we explore two mobile-based techniques for using co-located collaborative game-play to supplement ESL (English as a Second Language) education in a developing region: (1) Mobile Single Display Groupware: a pico-projector connected to a cell phone, with a handheld controller for each child to interact, and (2) Mobile Multiple Display Groupware: a phone for each child. We explore the types of interaction that occur in both of these conditions and the impact on learning outcomes.