Teaching and develo** social and emotional skills with technology

P Slovák, G Fitzpatrick - ACM Transactions on Computer-Human …, 2015 - dl.acm.org
Supporting social interactions is a long-term focus for Human Computer Interaction (HCI)
and Computer Supported Cooperative Work (CSCW). However, understanding how social …

Empathic robot for group learning: A field study

P Alves-Oliveira, P Sequeira, FS Melo… - ACM Transactions on …, 2019 - dl.acm.org
This work explores a group learning scenario with an autonomous empathic robot. We
address two research questions:(1) Can an autonomous robot designed with empathic …

Tango cards: a card-based design tool for informing the design of tangible learning games

Y Deng, AN Antle, C Neustaedter - … of the 2014 conference on Designing …, 2014 - dl.acm.org
For over thirty years researchers have suggested that both tangible user interfaces and
digital games have potential to support learning. Each domain now has a well-developed …

OneUp: Supporting practical and experimental gamification of learning

D Dicheva, K Irwin, C Dichev - International …, 2018 - journal.seriousgamessociety.org
Gamification of education is still evolving. It lacks systematic studies assessing its effect in
different learning contexts. Creating gamified courses is still difficult, since there is a lack of …

Approaching sustainability learning via digital serious games

AD Dos Santos, F Strada… - IEEE Transactions on …, 2018 - ieeexplore.ieee.org
Finding proper ways to address learning about sustainability is a relevant issue.
Sustainability learning has to face some inherent complexities, due to two main factors: the …

[책][B] Weaving fire into form: Aspirations for tangible and embodied interaction

B Ullmer, O Shaer, A Mazalek, C Hummels - 2022 - books.google.com
This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and
Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of …

Emergent dialogue: eliciting values during children's collaboration with a tabletop game for change

AN Antle, JL Warren, A May, M Fan… - Proceedings of the 2014 …, 2014 - dl.acm.org
Games for Change (G4C) is a movement and community of practice dedicated to using
digital games for social change. However, a common model of persuasion built into most …

The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit

J Roberts, L Lyons - International Journal of Computer-Supported …, 2017 - Springer
Museum researchers have long acknowledged the importance of dialogue in informal
learning, particularly for open-ended exploratory exhibits. Novel interaction techniques like …

Games for change: Looking at models of persuasion through the lens of design

AN Antle, TJ Tanenbaum, A Macaranas… - Playful user interfaces …, 2014 - Springer
Games for Change are digital games that purport to change people's opinions, attitudes, or
behaviors around specific issues. While thousands of games have been created, there is …

Map** place: Supporting cultural learning through a lukasa-inspired tangible tabletop museum exhibit

JH Chu, P Clifton, D Harley, J Pavao… - Proceedings of the Ninth …, 2015 - dl.acm.org
Museums are exploring new ways of using emerging digital technologies to enhance the
visitor experience. In this context, our research focuses on designing, develo** and …