Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Global-software development lifecycle: an exploratory study
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Cross-cultural user-interface design: what? so what? now what?
CHI '00 Extended Abstracts on Human Factors in Computing Systems
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Design studies for a financial management system for micro-credit groups in rural india
CUU '03 Proceedings of the 2003 conference on Universal usability
Designing Educational Technology for Developing Regions: Some Preliminary Hypotheses
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
CWIT '05 Proceedings of the international symposium on Women and ICT: creating global transformation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2006 conference on Interaction design and children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Early olpc experiences in a rural uruguayan school
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Designing e-learning games for rural children in India: a format for balancing learning with fun
Proceedings of the 7th ACM conference on Designing interactive systems
How computer science serves the developing world
Communications of the ACM - One Laptop Per Child: Vision vs. Reality
Designing digital games for rural children: a study of traditional village games in India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Values as lived experience: evolving value sensitive design in support of value discovery
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"My child will be respected": Parental perspectives on computers and education in Rural India
Information Systems Frontiers
Mobile Technology for Children: Designing for Interaction and Learning
Mobile Technology for Children: Designing for Interaction and Learning
Mobile game-based learning with local content and appealing characters
International Journal of Mobile Learning and Organisation
Let's play chinese characters: mobile learning approaches via culturally inspired group games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ICTD state of the union: where have we reached and where are we headed
ICTD'09 Proceedings of the 3rd international conference on Information and communication technologies and development
MicroMandarin: mobile language learning in context
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflection on research methodologies for ubicomp in developing contexts
Personal and Ubiquitous Computing
On the feasibility and utility of web based educational lesson plans
Proceedings of the 2nd ACM Symposium on Computing for Development
Proceedings of the Fifth International Conference on Information and Communication Technologies and Development
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Kwiizya: local cellular network services in remote areas
Proceeding of the 11th annual international conference on Mobile systems, applications, and services
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Poor literacy remains a decisive barrier to the economic empowerment of many people in the developing world. Of particular importance is literacy in a widely spoken "world language" such as English, which is typically a second language for these speakers. For complex reasons, schools are often not effective as vehicles for second language learning. In this paper we explore game-like language learning on cell phones. We argue that phones are an excellent technology platform in the typical ecologies of developing countries. We present the PACE framework that is intended to support the rapid, scalable development of language learning software localized for a particular community of learners. These learners are usually skeptical of formal education and of cultural biases they encounter in learning "remote" languages in particular. Localization of content is crucial to make the language relevant to them and to encourage them to adopt it.