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User-centered research in the early stages of a learning game

Published: 11 June 2012 Publication History

Abstract

Games offer a compelling medium for learning. However, designing a successful learning game that features engagement alongside its educational objectives is a craft that is still underway. Our research adapts a user-centered approach toward designing a game that will teach children conflict resolution skills. By involving users of the game, namely teachers and students, in the design process we reveal new considerations for how to create convincing narratives of conflict, sustain children's engagement and gain teachers' support. At the same time, our work highlights the challenges facing researchers in this domain who must balance users' values, needs and expectations with the game's learning objectives.

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Cited By

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  • (2023)Children and Young People’s Involvement in Designing Applied Games: Scoping ReviewJMIR Serious Games10.2196/4268011(e42680)Online publication date: 16-Mar-2023
  • (2022)Exploring an Artificial Intelligence–Based, Gamified Phone App Prototype to Track and Improve Food Choices of Adolescent Girls in Vietnam: Acceptability, Usability, and Likeability StudyJMIR Formative Research10.2196/351976:7(e35197)Online publication date: 21-Jul-2022
  • (2020)"It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GOProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376830(1-13)Online publication date: 21-Apr-2020
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Published In

cover image ACM Conferences
DIS '12: Proceedings of the Designing Interactive Systems Conference
June 2012
828 pages
ISBN:9781450312103
DOI:10.1145/2317956
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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Publication History

Published: 11 June 2012

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Author Tags

  1. children
  2. conflict resolution
  3. informant design
  4. learning games
  5. serious games
  6. user-centered design

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  • Research-article

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DIS '12
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DIS '12: Designing Interactive Systems Conference 2012
June 11 - 15, 2012
Newcastle Upon Tyne, United Kingdom

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Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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Designing Interactive Systems Conference
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Cited By

View all
  • (2023)Children and Young People’s Involvement in Designing Applied Games: Scoping ReviewJMIR Serious Games10.2196/4268011(e42680)Online publication date: 16-Mar-2023
  • (2022)Exploring an Artificial Intelligence–Based, Gamified Phone App Prototype to Track and Improve Food Choices of Adolescent Girls in Vietnam: Acceptability, Usability, and Likeability StudyJMIR Formative Research10.2196/351976:7(e35197)Online publication date: 21-Jul-2022
  • (2020)"It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GOProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376830(1-13)Online publication date: 21-Apr-2020
  • (2019)Like PEAS in PoDSProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337756(1-15)Online publication date: 26-Aug-2019
  • (2019)Game Jams as a Space to Tackle Social IssuesProceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 201910.1145/3316287.3316288(1-8)Online publication date: 17-Mar-2019
  • (2018)The Paradox of Preference vs. Performance: Towards a Unified View of Simulation ExperienceProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/154193121862133162:1(1459-1463)Online publication date: 27-Sep-2018
  • (2016)Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-AnalysisJournal of Medical Internet Research10.2196/jmir.444418:4(e94)Online publication date: 29-Apr-2016
  • (2016)"Always a Tall Order"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968081(217-228)Online publication date: 16-Oct-2016
  • (2016)Gossip, Cooperation and Cyberbullying in Children's Online CommunicationProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2935983(535-540)Online publication date: 21-Jun-2016
  • (2016)Understanding and Designing for Conflict Learning Through GamesEmotion in Games10.1007/978-3-319-41316-7_16(275-287)Online publication date: 4-Nov-2016
  • Show More Cited By

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