TY - JOUR
T1 - Using 'tangibles' to promote novel forms of playful learning
AU - Price, S
AU - Rogers, Y
AU - Scaife, M
AU - Stanton, Danae
AU - Neale, H
PY - 2003
Y1 - 2003
N2 - 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. (PsycINFO Database Record (c) 2006 APA, all rights reserved) (journal abstract)
AB - 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. (PsycINFO Database Record (c) 2006 APA, all rights reserved) (journal abstract)
UR - http://www.informatics.sussex.ac.uk/research/groups/interact/publications/IwC_Price_et_al.pdf
M3 - Article
SN - 0953-5438
VL - 15
SP - 169
EP - 185
JO - Interacting with Computers
JF - Interacting with Computers
IS - 2
ER -