Bringing tabletop technologies to kindergarten children
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Bridging the gap between children and tabletop designers
Proceedings of the 9th International Conference on Interaction Design and Children
Considering context, content, management, and engagement in design activities with children
Proceedings of the 9th International Conference on Interaction Design and Children
Evaluating technology that makes physical games for children more engaging
Proceedings of the 10th International Conference on Interaction Design and Children
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
In-game assessment and training of nonverbal cognitive skills using TagTiles
Personal and Ubiquitous Computing
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This paper describes how fun can be used to maximize the learning potential of smart toys using tangible interfaces. Based on the purpose of fun, three orthogonal core sources of fun, accomplishment, discovery and bonding, are presented and linked to child development. This link is illustrated with two examples of tangible electronic games.