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Artifactual Affordances in Playful Robotics

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Games and Learning Alliance (GALA 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12517))

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Abstract

Programmable toys present interesting tools for the creation and facilitation of learning experiences through gaming and robotics. In order though for educators and game designers to use these tools to their full potential and provide pedagogical opportunities to support problem-solving activities, we should identify and characterise artifactual affordances in playful robotics. In problem-solving activities, supported by educational robotics artifacts, learners need to identify the artifactual affordances through their interaction with the artifact. This study aims to identify artifactual affordances through the analysis of 15 participants’ engagement in the CreaCube task. In this playful problem-solving activity, based on the use of modular robotics, players need to manipulate and assemble robotic cubes in order to create independently moving vehicles. This study aims at providing an initial analysis for the study of artifactual affordances in playful educational robotics.

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Correspondence to George Kalmpourtzis .

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Kalmpourtzis, G., Romero, M. (2020). Artifactual Affordances in Playful Robotics. In: Marfisi-Schottman, I., Bellotti, F., Hamon, L., Klemke, R. (eds) Games and Learning Alliance. GALA 2020. Lecture Notes in Computer Science(), vol 12517. Springer, Cham. https://doi.org/10.1007/978-3-030-63464-3_30

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  • DOI: https://doi.org/10.1007/978-3-030-63464-3_30

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