Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 9th international conference on Intelligent user interfaces
Meta-design: a manifesto for end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Ubi-learning integrates indoor and outdoor experiences
Communications of the ACM - Interaction design and children
Mystery in the museum: collaborative learning activities using handheld devices
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
A tool to support usability inspection
Proceedings of the working conference on Advanced visual interfaces
Building environments for end-user development and tailoring
HCC '03 Proceedings of the 2003 IEEE Symposium on Human Centric Computing Languages and Environments
Computer role-playing games as a vehicle for teaching history, culture, and language
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
How Computer Games Help Children Learn
How Computer Games Help Children Learn
Digital Game-Based Learning
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Learning shape writing by game playing
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Explore! possibilities and challenges of mobile learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Experimental Evaluation of Logiocando, an Intelligent Tutoring Hypermedia System
International Journal of Artificial Intelligence in Education
Supporting End Users to Be Co-designers of Their Tools
IS-EUD '09 Proceedings of the 2nd International Symposium on End-User Development
Formative evaluation of a didactic software for acquiring problem solving abilities using Prolog
Proceedings of the 8th International Conference on Interaction Design and Children
Under my pillow: designing security for children's special things
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Do patterns help novice evaluators? A comparative study
International Journal of Human-Computer Studies
Visual Interactive Systems for End-User Development: A Model-Based Design Methodology
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
End users as co-designers of their own tools and products
Journal of Visual Languages and Computing
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Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of the device itself and/or by the surrounding environment. Game-based learning is a valuable possibility. The excursion-game has been recently proposed to support pupils learning history during visits to historical sites; its goal is to make the visit and the overall experience of cultural heritage more engaging. This paper describes the approach followed in the design of the system implementing the excursion-game; it takes into account an end-user development perspective in order to allow domain experts, i.e., experts in history and cultural heritage, contributing to design excursion-games for a wide set of historical sites.