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TagTiles: optimal challenge in educational electronics

Published: 15 February 2007 Publication History

Abstract

In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of the game showed that the children appreciated the game and that most of them were offered a challenge that was appropriate for their skill level.

References

[1]
Fontijn, W. F. J. and Mendels, P. (2005). StoryToy the Interactive Storytelling Toy, Proceedings of PerGames workshop, Int. Conference on Pervasive Computing, Munich, Germany, 11 May 2005, pp. 37--42.
[2]
Goswami, U. (2004). Annual review Neuroscience and education. British Journal of Educational Psychology, 74, 1--14 2004, The British Psychological Society.
[3]
Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games, Conference on Human Factors in Computing Systems, 63--68.
[4]
O'Malley, C. and Stanton-Fraser, D. (2004). Literature review in learning with tangible technologies. Nesta FutureLab Series, report 12.
[5]
Ryan, R. M. (1982). Intrinsic Motivation Inventory: http://www.psych.rochester.edu/SDT/measures/intrins.html. Accessed on 6-Dec-2006.
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Vockell, E. L. (1994). Educational research (2nd edition). Upper Saddle River, New Jersey: Prentice-Hall.

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  • (2023)Impact of Usability Heuristics on User Satisfaction Among Coding Apps for Children2023 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VL-HCC57772.2023.00045(252-254)Online publication date: 3-Oct-2023
  • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
  • (2021)Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational AffordancesApplied Sciences10.3390/app1118865311:18(8653)Online publication date: 17-Sep-2021
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    cover image ACM Other conferences
    TEI '07: Proceedings of the 1st international conference on Tangible and embedded interaction
    February 2007
    296 pages
    ISBN:9781595936196
    DOI:10.1145/1226969
    • Conference Chairs:
    • Brygg Ullmer,
    • Albrecht Schmidt
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • CCT: LSU Center for Computation and Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 February 2007

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    Author Tags

    1. educational game
    2. game heuristics
    3. tangible interface

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    TEI07
    Sponsor:
    • CCT
    TEI07: Tangible and Embedded Interaction 2007
    February 15 - 17, 2007
    Louisiana, Baton Rouge

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    Overall Acceptance Rate 393 of 1,367 submissions, 29%

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    Cited By

    View all
    • (2023)Impact of Usability Heuristics on User Satisfaction Among Coding Apps for Children2023 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VL-HCC57772.2023.00045(252-254)Online publication date: 3-Oct-2023
    • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
    • (2021)Smart Toys in Early Childhood and Primary Education: A Systematic Review of Technological and Educational AffordancesApplied Sciences10.3390/app1118865311:18(8653)Online publication date: 17-Sep-2021
    • (2019)Interactive Tabletop Arm Reaching ExerciseProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3300978(423-428)Online publication date: 17-Mar-2019
    • (2019)Assessing the Usability of a Tangible Educational Game for Children2019 2nd International Conference on Computer Applications & Information Security (ICCAIS)10.1109/CAIS.2019.8769450(1-5)Online publication date: May-2019
    • (2019)Enabling Learning Experiences for Visually Impaired Children by Interaction DesignHaptic Interfaces for Accessibility, Health, and Enhanced Quality of Life10.1007/978-3-030-34230-2_1(3-33)Online publication date: 19-Dec-2019
    • (2018)Interactive and Open-Ended Sensory ToysProceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3173225.3173247(451-459)Online publication date: 18-Mar-2018
    • (2018)Process assessment in dynamic testing using electronic tangiblesJournal of Computer Assisted Learning10.1111/jcal.1231835:1(127-142)Online publication date: 12-Oct-2018
    • (2017)Pretest Versus No Pretest: An Investigation Into the Problem-Solving Processes in a Dynamic Testing ContextJournal of Cognitive Education and Psychology10.1891/1945-8959.16.3.26016:3(260-280)Online publication date: 1-Jan-2017
    • (2017)ScanalogProceedings of the 30th Annual ACM Symposium on User Interface Software and Technology10.1145/3126594.3126618(321-330)Online publication date: 20-Oct-2017
    • Show More Cited By

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