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Using ‘tangibles’ to promote novel forms of playful learning
Abstract
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, in addition, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning.
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Citations
Cited by
Do tangible interfaces enhance learning?
Marshall, P. (2007) · Proceedings of the 1st international conference on Tangible and embedded interaction · doi:10.1145/1226969.1227004 · Cited by 538
Game-Based Learning in Science Education: A Review of Relevant Research
Li, M.-C., & Tsai, C.-C. (2013) · Journal of Science Education and Technology · doi:10.1007/s10956-013-9436-x · Cited by 391
On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE
Virvou, M., & Katsionis, G. (2008) · Computers & Education · doi:10.1016/j.compedu.2006.04.004 · Cited by 324
Garcia-Sanjuan, F., Jurdi, S., Jaen, J., & Nacher, V. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.04.011 · Cited by 78
Exploring how children use their hands to think: an embodied interactional analysis
Antle, A. N. (2013) · Behaviour & Information Technology · doi:10.1080/0144929x.2011.630415 · Cited by 76
Metadata
- Authors
- Price, S., Rogers, Y., Scaife, M., Stanton, D., & Neale, H.
- Venue
- Interacting with Computers
- Publisher
- Oxford University Press (OUP)
- Published
- 2003-04
- Volume
- 15
- Issue
- 2
- Pages
- 169-185
- ISSN
- 0953-5438 (ISSN-L)
- OpenAlex
- W2138613430
- Cited by
- 310
- References
- 0
- FWCI
- 16.91
- Type
- journal article
- Language
- en
- Open access
- closed
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- Price, S., Rogers, Y., Scaife, M., Stanton, D., & Neale, H. (2003). Using ‘tangibles’ to promote novel forms of playful learning. Interacting with Computers. https://doi.org/10.1016/s0953-5438(03)00006-7
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.