Cooperative inquiry: developing new technologies for children with children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The design of personal mobile technologies for lifelong learning
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Wizard of Oz prototyping of computer vision based action games for children
Proceedings of the 2004 conference on Interaction design and children: building a community
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Playful learning with hybrid school books
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Cross-use of smart phones and printed books in primary school education
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Pervasive learning games: a comparative study
The New Review of Hypermedia and Multimedia - Special issue: Observing users of digital educational technologies
Integrating mobile multimedia into textbooks: 2D barcodes
Computers & Education
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Printed and digital learning materials are usually developed separately. Therefore, little notice has been given to the possibilities of combining the two. This study introduces a new concept that combines printed and digital materials. A user-centric approach was chosen to develop a "hybrid book", a combination of a traditional schoolbook and a mobile phone. Learning materials were combined into one entity by enabling access to the digital material through images in the book. The user groups of interest were 11-and 12-year-old pupils, their teachers, and parents. The concept was tested with materials for English as a foreign language EFL. After a human-centred design process, the final application was given to one class for actual use and evaluation for a period of three weeks. Many potential benefits of using mobile phones for learning purposes were recognized, as they facilitated utilization of the digital content both inside and outside the classroom.