Designing tangible interfaces for children's collaboration
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Read-It: five-to-seven-year-old children learn to read in a tabletop environment
Proceedings of the 2004 conference on Interaction design and children: building a community
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing ubiquitous computing to enhance children's interaction in museums
Proceedings of the 2005 conference on Interaction design and children
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
Mystery at the museum: a collaborative game for museum education
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
Interactive Tabletop Exhibits in Museums and Galleries
IEEE Computer Graphics and Applications
"Playing with" museum exhibits: designing educational games mediated by mobile technology
Proceedings of the 8th International Conference on Interaction Design and Children
A multi-touch tabletop for robust multimedia interaction in museums
ACM International Conference on Interactive Tabletops and Surfaces
How do interactive tabletop systems influence collaboration?
Computers in Human Behavior
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Museums are increasingly being equipped with interactive technology. The main goal of using technology is to improve the museum-going experience of visitors. In this paper, we present the results of a study with an electronic quest through a museum aimed at children in the age of 10-12. We wanted to find out whether personalization of the quest effects enjoyment. For this purpose we involved an interactive multi-touch table in the experiment, which also offered the opportunity to add the element of collaboration. We compared a group that did the original non-personalized quest with a group that did the personalized quest. This last group interacted with the multi-touch table to personalize the quest before they started on it. No significant differences were found between the experimental groups. We did find many differences between the children of age 10-11 and those of age 11-12, on almost all measurements. On this aspect we present some methodical results about measuring enjoyment and intrinsic motivation with children of 10-12 years old.