Edutainment: a case study of interactive cd-rom playsets

  • Authors:
  • Tammie Hutto Egloff

  • Affiliations:
  • University of Sussex and the SeeBeyond Technology Corporation

  • Venue:
  • Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
  • Year:
  • 2004

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Abstract

With recent growth of the childrens software sector, companies arepushing to create innovative software packages for home and school.Edutainmentsoftware intended to educate children through the use ofentertainmentis one of the quickest growing sectors in thechildren's software field. This exploratory study investigated howchildren interacted with two new games that combine hands-oncomputer input devices with software: the Easy Bake Oven PlaySet"and the Tonka Workshop" PlaySet. Children were observed in order tostudy their behavior patterns and preferences concerning the newtoys. Data collected describes participants preferences, ergonomicsdifficulties, and software understanding. This initial researchsuggested that: (1) childrens gender was uncorrelated with theirinteraction or preferences; (2) childrens age was correlated withtheir ability to use and understand the software and playset; and(3) knowledge learned while using one playset transferred to thesecond playset. These results open the door for further researchinto gender issues, ergonomics, metaphor understanding,learnability, and the ability of young children to use andunderstand the physical and virtual worlds of the playsets.