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Exploring Creativity and Learning through the Construction of (Non-Digital) Board Games in HCI Courses

Published: 15 June 2020 Publication History

Abstract

Several non-technical skills - such as teamwork, verbal and written communication, time management, problem-solving, and critical thinking - are currently being highlighted in discussions about curriculum recommendations for the computing field. In the same way, methodological alternatives are discussed in order to support the development of these skills and engage students in the learning process. In this scenario, we report an experience carried out in three distinct Human-Computer Interaction (HCI) courses, in graduate and undergraduate programs, where the students created their own (non-digital) board games to explore specific HCI concepts. The experience involved 84 students. We observed student engagement during the proposed activities and their impressions of the impact of those activities on their learning process.

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Cited By

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  • (2023)The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher EducationEducation Sciences10.3390/educsci1304032813:4(328)Online publication date: 23-Mar-2023
  • (2020)Badges for allProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426486(1-8)Online publication date: 26-Oct-2020

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      cover image ACM Conferences
      ITiCSE '20: Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education
      June 2020
      615 pages
      ISBN:9781450368742
      DOI:10.1145/3341525
      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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      Published: 15 June 2020

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      Author Tags

      1. board games
      2. computing students' skills
      3. human-computer interaction
      4. student engagement

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      View all
      • (2023)The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher EducationEducation Sciences10.3390/educsci1304032813:4(328)Online publication date: 23-Mar-2023
      • (2020)Badges for allProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426486(1-8)Online publication date: 26-Oct-2020

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