Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3638067.3638078acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

A systematic mapping study on participatory game design with children

Published: 24 January 2024 Publication History

Abstract

Games can be effective tools for the processes of teaching and learning since they can engage students and increase their chances of understanding concepts and developing skills. However, the game design process has been mostly limited to professionals, often resulting in games that may not align with children’s interests. Involving children in the design process allows them to express their interests and values and exercise skills like decision-making and organization. A Systematic Mapping Study (SMS) was conducted to explore research on the design and specification of games involving the participation of children. The SMS served as the basis of the development of a methodology for designing educational games for deaf children, involving game developers, teachers, and the children themselves. The SMS provided insights into game design sessions, including their structure, duration, and activities. The review also offered recommendations on conducting such sessions and highlighted the benefits and challenges associated with involving children in game design.

References

[1]
Nevena Ackovska and Magdalena Kostoska. 2014. Sign language tutor—Rebuilding and optimizing. In 2014 37th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 704–709.
[2]
Mete Akcaoglu. 2014. Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development 62, 5 (2014), 583–600.
[3]
Mete Akcaoglu. 2016. Design and implementation of the game-design and learning program. TechTrends 60, 2 (2016), 114–123.
[4]
Yasemin Allsop. 2012. Exploring the Educational Value of Children’s Game Authoring Practices: A Primary School Case Study. In Proceedings of the European Conference on Games Based Learning. 21–30.
[5]
Yasemin Allsop. 2016. A reflective study into children’s cognition when making computer games. British Journal of Educational Technology 47, 4 (2016), 665–679.
[6]
Adriana Gomes Alves and Regina Célia Linhares Hostins. 2019. Desenvolvimento da Imaginação e da Criatividade por meio de Design de Games por Crianças na Escola Inclusiva. Revista Brasileira de Educação Especial 25 (2019), 17–36.
[7]
Adriana Gomes Alves and Regina Célia Linhares Hostins. 2019. Elaboração conceitual por meio da criação colaborativa e coletiva de Jogos Digitais na perspectiva da Educação Inclusiva. Revista Brasileira de Educação Especial 25 (2019), 709–728.
[8]
Victor R Basili. 1994. Goal question metric paradigm. Encyclopedia of software engineering (1994), 528–532.
[9]
Ahmet Baytak and Susan M Land. 2010. A case study of educational game design by kids and for kids. Procedia-Social and Behavioral Sciences 2, 2 (2010), 5242–5246.
[10]
Ahmet Baytak, Susan M Land, and Brian K Smith. 2011. Children as Educational Computer Game Designers: An Exploratory Study.Turkish Online Journal of Educational Technology-TOJET 10, 4 (2011), 84–92.
[11]
Laura Benton, Asimina Vasalou, Daniel Gooch, and Rilla Khaled. 2014. Understanding and fostering children’s storytelling during game narrative design. In Proceedings of the 2014 conference on Interaction design and children. 301–304.
[12]
Pearl Brereton, Barbara A Kitchenham, David Budgen, Mark Turner, and Mohamed Khalil. 2007. Lessons from applying the systematic literature review process within the software engineering domain. Journal of systems and software 80, 4 (2007), 571–583.
[13]
Margherita Brondino, Gabriella Dodero, Rosella Gennari, Alessandra Melonio, Margherita Pasini, Daniela Raccanello, and Santina Torello. 2015. Emotions and inclusion in co-design at school: Let’s measure them! In Methodologies and intelligent systems for technology enhanced learning. Springer, 1–8.
[14]
Eva Brooks and Jeanette Sjöberg. 2019. Evolving playful and creative activities when school children develop game-based designs. In Interactivity, Game Creation, Design, Learning, and Innovation. Springer, 485–495.
[15]
Yuko Goto Butler. 2017. Motivational elements of digital instructional games: A study of young L2 learners’ game designs. Language Teaching Research 21, 6 (2017), 735–750.
[16]
Weiyun Chen, Inez Rovegno, Stephen L Cone, and Theresa P Cone. 2012. An accomplished teacher’s use of scaffolding during a second-grade unit on designing games. Research Quarterly for Exercise and Sport 83, 2 (2012), 221–234.
[17]
Esteban Walter Gonzalez Clua and João Ricardo Bittencourt. 2004. Uma nova concepção para a criação de jogos educativos. Simpósio Brasileiro de Informática na Educação 36 (2004).
[18]
Ana Claudia da Costa, Francisco Rebelo, and António Rodrigues. 2017. Co-designing a civic educational online game with children. In International Conference of Design, User Experience, and Usability. Springer, 377–386.
[19]
Conceição Costa, Kathleen Tyner, Sara Henriques, and Carla Sousa. 2017. Games for media and information literacy–developing media and information literacy skills in children through digital games creation. EDULEARN 17 Proceedings (2017), 2997–3004.
[20]
Opeyemi Dele-Ajayi, Joe Shimwell, Itoro Emembolu, Rebecca Strachan, and Matthew Peers. 2018. Exploring digital careers, stereotypes and diversity with young people through game design and implementation. In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 712–719.
[21]
Diego Dermeval, Jorge A P de M Coelho, and Ig I Bittencourt. 2020. Mapeamento Sistemático e Revisão Sistemática da Literatura em Informática na Educação, In Patrícia Augustin Jaques, Sean Siqueira, Ig Bittencourt, and Mariano Pimentel. (Org.) Metodologia de Pesquisa Científica em Informática na Educação: Abordagem Quantitativa. Porto Alegre: Sociedade Brasileira de Computação (SBC) 2. https://metodologia.ceie-br.org/livro-2/
[22]
Gabriella Dodero, Rosella Gennari, Alessandra Melonio, and Santina Torello. 2014. Towards tangible gamified co-design at school: two studies in primary schools. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play. 77–86.
[23]
Gabriella Dodero, Rosella Gennari, Alessandra Melonio, and Santina Torello. 2015. " There Is No Rose Without A Thorn" An Assessment of a Game Design Experience for Children. In Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter. 10–17.
[24]
Gabriella Dodero and Alessandra Melonio. 2016. Guidelines for participatory design of digital games in primary school. In Methodologies and Intelligent Systems for Technology Enhanced Learning. Springer, 41–49.
[25]
Allison Druin. 2002. The role of children in the design of new technology. Behaviour and information technology 21, 1 (2002), 1–25.
[26]
Itoro Emembolu, Rebecca Strachan, Carol Davenport, Opeyemi Dele-Ajayi, and Joe Shimwell. 2019. Encouraging Diversity in Computer Science among Young People: Using a Games Design Intervention based on an Integrated Pedagogical Framework. In 2019 IEEE Frontiers in Education Conference (FIE). IEEE, 1–8.
[27]
Jerry Alan Fails, Mona Leigh Guha, and Allison Druin. 2012. Methods and techniques for involving children in the design of new technology for children. Foundations and Trends in Human-Computer Interaction 6, 2 (2012), 85–166.
[28]
Mary Flanagan and Helen Nissenbaum. 2014. Values at play in digital games. MIT Press.
[29]
Rosella Gennari, Alessandra Melonio, Daniela Raccanello, Margherita Brondino, Gabriella Dodero, Margherita Pasini, and Santina Torello. 2017. Children’s emotions and quality of products in participatory game design. International journal of human-computer studies 101 (2017), 45–61.
[30]
Ahmed Hassan, Niels Pinkwart, and Muhammad Shafi. 2021. Serious games to improve social and emotional intelligence in children with autism. Entertainment computing 38 (2021), 100417.
[31]
Kevser Hava and Hasan Cakir. 2017. A systematic review of literature on students as educational computer game designers. EdMedia+ Innovate Learning (2017), 407–419.
[32]
Ken Hyland. 2016. Academic Publishing: Issues and Challenges in the Construction of Knowledge-Oxford Applied Linguistics. Oxford University Press.
[33]
Laili Farhana Md Ibharim, Maizatul Hayati Mohamad Yatim, and Nor Zuhaidah Mohamed Zain. 2018. Digital Game Design Activity: Implementing Gamification With Children In The Classroom. European Proceedings of Social and Behavioural Sciences 40 (2018), 399–411.
[34]
Rozana Ismail, Roslina Ibrahim, and Suraya Yaacob. 2019. Participatory Design Method to Unfold Educational Game Design Issues: A Systematic Review of Trends and Outcome. In 2019 5th International Conference on Information Management (ICIM). 134–138. https://doi.org/10.1109/INFOMAN.2019.8714678
[35]
Ole Sejer Iversen, Rachel Charlotte Smith, and Christian Dindler. 2017. Child as protagonist: Expanding the role of children in participatory design. In Proceedings of the 2017 conference on interaction design and children. 27–37.
[36]
Samireh Jalali and Claes Wohlin. 2012. Systematic literature studies: database searches vs. backward snowballing. In Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement. 29–38.
[37]
Dinet Jérôme, Bauchet Capucine, Rectorat De L’Académie De Nancy, Hoareau Lara, 2019. collaborative game Design with children with hemophilia as a tool for influencing opinions about Physical activity at school. Psychology in Russia: State of the art 12, 4 (2019), 159–171.
[38]
George Kalmpourtzis. 2018. Connecting game design with problem posing skills in early childhood. British journal of educational technology 50, 2 (2018), 846–860.
[39]
George Kalmpourtzis. 2019. Developing kindergarten students’ game design skills by teaching game design through organized game design interventions. Multimedia Tools and Applications 78, 14 (2019), 20485–20510.
[40]
George Kalmpourtzis, Margarida Romero, Cindy De Smet, and Andreas Veglis. 2021. An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners. In Internet of Things, Infrastructures and Mobile Applications, Michael E. Auer and Thrasyvoulos Tsiatsos (Eds.). Springer International Publishing, Cham, 57–68.
[41]
George Kalmpourtzis, Lazaros Vrysis, and George Ketsiakidis. 2018. The role of adults in giving and receiving feedback for game design sessions with students of the early childhood. In Interactive Mobile Communication, Technologies and Learning. Springer, 266–275.
[42]
George Kalmpourtzis, Lazaros Vrysis, and Andreas Veglis. 2016. Teaching game design to students of the early childhood through Forest Maths. In 2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP). IEEE, 123–127.
[43]
Barbara Kitchenham and Stuart Charters. 2007. Guidelines for performing systematic literature reviews in software engineering. (2007).
[44]
Jessica Korte. 2017. YoungDeafDesign: A method for designing with young Deaf children.
[45]
Jessica Korte, Leigh Ellen Potter, and Sue Nielsen. 2017. How design involvement impacts Deaf children. In 2017 International Conference on Research and Innovation in Information Systems (ICRIIS). IEEE, 1–6.
[46]
Juan C Mansilla, Liliana Mejía Betancur, and Claudia Queiroz Lambach. 2019. Transmedial worlds with social impact: Exploring intergenerational learning in collaborative video game design. Journal of Childhood Studies (2019), 103–110.
[47]
Emanuela Marchetti and Andrea Valente. 2015. Learning via game design: From digital to card games and back again. Electronic Journal of E-learning 13, 3 (2015), pp167–180.
[48]
Agostino Marengo, Alessandro Pagano, and Lucia Ladisa. 2016. Mobile gaming experience and co-design for kids: Learn German with Mr. Hut. In Proceeding of the 15th European Conference on e-Learning (2016) ECEL, Valbonne, France, FR. 467–475.
[49]
Tatiane Coutinho Vieira de Melo 2011. Teoria do desenvolvimento cognitivo de Piaget e sua interface com a terapia cognitivo-comportamental familiar. (2011).
[50]
Alessandra Melonio. 2018. Is participatory game design effective over time? Let’s assess its products. In Digital technology and organizational change. Springer, 81–93.
[51]
Gabriela T Perry, Maria I Timm, Filipe G Silvestrim, and Fernando Schnaid. 2007. Necessidades específicas do design de jogos educacionais. SBGames 2007 (2007), 7–9.
[52]
Jesse Schell. 2019. The Art of Game Design: A book of lenses. AK Peters/CRC Press.
[53]
Jeanette Sjöberg and Eva Brooks. 2020. Problem solving and collaboration when school children develop game designs. In Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings 8. Springer, 683–698.
[54]
Bessie G Stone, Kathy A Mills, and Beth Saggers. 2019. Online multiplayer games for the social interactions of children with autism spectrum disorder: A resource for inclusive education. International Journal of Inclusive Education 23, 2 (2019), 209–228.
[55]
Jean Lee Tan, Dion Hoe-Lian Goh, Rebecca P Ang, and Vivien S Huan. 2011. Child-centered interaction in the design of a game for social skills intervention. Computers in Entertainment (CIE) 9, 1 (2011), 1–17.
[56]
Jean Lee Tan, Dion Hoe-Lian Goh, Rebecca P Ang, and Vivien S Huan. 2013. Participatory evaluation of an educational game for social skills acquisition. Computers & Education 64 (2013), 70–80.
[57]
Andrea Valente and Emanuela Marchetti. 2017. From cards to digital games: closing the loop. In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 507–510.
[58]
Iro Voulgari, Stephanie Vouvousira, and Aimilia Fakou. 2020. A game about our neighborhood: A case study of participatory game design with pre-school children. In International Conference on the Foundations of Digital Games. 1–5.

Index Terms

  1. A systematic mapping study on participatory game design with children

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    IHC '23: Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems
    October 2023
    791 pages
    ISBN:9798400717154
    DOI:10.1145/3638067
    Publication rights licensed to ACM. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 24 January 2024

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. children
    2. deaf children
    3. game design
    4. participatory design
    5. participatory game design

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Funding Sources

    • CAPES

    Conference

    IHC '23

    Acceptance Rates

    Overall Acceptance Rate 331 of 973 submissions, 34%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 46
      Total Downloads
    • Downloads (Last 12 months)46
    • Downloads (Last 6 weeks)6
    Reflects downloads up to 11 Dec 2024

    Other Metrics

    Citations

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media