Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
The design of children's technology
The design of children's technology
Playing with Automata. An Innovative Perspective for Gaming Simulation
ACRI '01 Proceedings of the 5th International Conference on Cellular Automata for Research and Industry
Proceedings of the 9th international conference on Intelligent user interfaces
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Classroom goal structures for educational math game application
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Motivation-driven educational game design: applying best practices to music education
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Computer role-playing games as a vehicle for teaching history, culture, and language
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Editorial: Special issue on edutainment (E-learning and game)
Computers and Graphics
Explore! possibilities and challenges of mobile learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using augmented reality to promote an understanding of materials science to school children
ACM SIGGRAPH ASIA 2008 educators programme
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Computers & Education
The effects of the size and weight of a mobile device on an educational game
Computers & Education
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This work in progress presents a design approach to digitally enhancing an existing paper-based game to support young students learning history at an archaeological site, by making use of recent advantages provided by mobile technology. It requires minimal investments and changes to the existing site exhibition because it runs on the visitors. own cellular phones. It is expected that game-play will trigger a desire to learn more about ancient history and to make archaeological visits more effective and exciting.