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Cited by 310

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Using ‘tangibles’ to promote novel forms of playful learning

Price, S, Rogers, Y, Scaife, M, Stanton, D, Neale, H·2003·Interacting with Computers

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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Metadata

Authors
Price, S., Rogers, Y., Scaife, M., Stanton, D., & Neale, H.
Venue
Interacting with Computers
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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CoChat. (2026). Citation check: Using ‘tangibles’ to promote novel forms of playful learning. https://app.cochat.ai/papers/10.1016/s0953-5438(03)00006-7
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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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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.