Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jabberstamp: embedding sound and voice in traditional drawings
ACM SIGGRAPH 2007 educators program
Communications of the ACM - Scratch Programming for All
Electronic popables: exploring paper-based computing through an interactive pop-up book
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Make a Riddle and TeleStory: designing children's applications for the siftables platform
Proceedings of the 9th International Conference on Interaction Design and Children
t-words: playing with sounds and creating narratives
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Designing a long term study evaluating a physical interface for preschoolers
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Peter piper picked a peck of pickled peppers: an interface for playful language exploration
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Translating Roberto to Omar: computational literacy, stickerbooks, and cultural forms
Proceedings of the 12th International Conference on Interaction Design and Children
Bridging books: the printed book as a support for digital experiences
Proceedings of the 12th International Conference on Interaction Design and Children
Interaction design, books, and cultural forms
Proceedings of the 12th International Conference on Interaction Design and Children
Hi-index | 0.00 |
In this paper, we describe the design process and a first pilot study of t-books, a toolkit consisting of an electronic platform, a book with slots on it and a set of picture cards that children place on the book to interact and explore the narrative. t-books was motivated by the wish to offer children an environment where they can play with the language elements, while engaging as story authors. In this process children can enlarge their vocabulary, experiment different storylines and learn to create meaningful sequences that evolve to a narrative. At the same time children can build their own story world by choosing among a diversity of different characters, settings and actions according to their needs and preferences, thus generating a simulation environment within the story universe, where alternative scenarios, and what-if questions can be posed and tested. A first insight of children's interaction with t-books showed that children were highly motivated to create and share their own stories.