CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive storytelling systems for children: using technology to explore language and identity
Journal of Interactive Learning Research
Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Designing StoryRooms: interactive storytelling spaces for children
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Mediacups: experience with design and use of computer-augmented everyday artefacts
Computer Networks: The International Journal of Computer and Telecommunications Networking - pervasive computing
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Designing augmented reality interfaces
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Does ICT contribute to powerful learning environments in primary education?
Computers & Education
Rosebud: technological toys for storytelling
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring affective technologies for the classroom with the subtle stone
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 23rd Australian Computer-Human Interaction Conference
TimeBlocks: mom, can I have another block of time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
FireFlies: supporting primary school teachers through open-ended interaction design
Proceedings of the 24th Australian Computer-Human Interaction Conference
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In this article we present the design and study of Save the wild, a system designed to support augmented play and learning for children. Save the wild is an augmented reality (AR) based system with which children can interact by creating origami paper characters printed with fiducial markers that can be recognised via the webcam attached to the computer. The system aims to give students a level of awareness around problems with sustainability. As children make visible their origami creations to the camera, the system displays animated virtual characters that are attached to simple storylines that relate to sustainability and environmental consciousness. We studied how Save the wild was used and interacted with by students in two environments: at a public exhibition and within a classroom. We found that the technologies that were used (fiducial markers) can be used to create environments that support multiple modes of interaction and different forms of engagement with educational content. The technology allows designers of these systems to augment physical play and activity without requiring new technologies to be introduced, rather using technologies already found within the classroom. We find that by using AR, it is possible to enhance play-based learning without it becoming focused on the technology -- rather it augments and guides the learners' own narrative. We conclude with a discussion on how AR/marker technology can enable technology to create a more exciting interactive and social experience for young students while they are learning.