Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Interacting with Computers
FearNot! Involving Children in the Design of a Virtual Learning Environment
International Journal of Artificial Intelligence in Education
Design with and for disaffected teenagers
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Designing games for learning: insights from conversations with designers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
FearNot!: an emergent narrative approach to virtual dramas for anti-bullying education
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Child-centered interaction in the design of a game for social skills intervention
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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Games offer a compelling medium for learning. However, designing a successful learning game that features engagement alongside its educational objectives is a craft that is still underway. Our research adapts a user-centered approach toward designing a game that will teach children conflict resolution skills. By involving users of the game, namely teachers and students, in the design process we reveal new considerations for how to create convincing narratives of conflict, sustain children's engagement and gain teachers' support. At the same time, our work highlights the challenges facing researchers in this domain who must balance users' values, needs and expectations with the game's learning objectives.