Child-centered game development (CCGD): developing games with children at school
暂无分享,去创建一个
[1] A. M. White. The Process of Education , 1994 .
[2] Ole Iversen,et al. Using digital cultural probes in design with children , 2003, IDC '03.
[3] Yvonne Rogers,et al. Kids as informants: telling us what we didn't know or confirming what we knew already? , 1998 .
[4] P. Kutnick,et al. Toward a social pedagogy of classroom group work , 2003 .
[5] Daniel D. Suthers,et al. Technology affordances for intersubjective meaning making: A research agenda for CSCL , 2006, ICCE.
[6] Richard Rouse,et al. Game design : theory and practice , 2001 .
[7] Joseph J. LaViola. Bringing VR and Spatial 3D Interaction to the Masses through Video Games , 2008, IEEE Computer Graphics and Applications.
[8] Manfred Tscheligi,et al. Revisiting personas: the making-of for special user groups , 2012, CHI Extended Abstracts.
[9] Judith Good,et al. Children’s narrative development through computer game authoring , 2004, IDC '04.
[10] Peter Cuyvers,et al. Social perspectives: emote control , 1999, INTR.
[11] Kirsten Risden,et al. Evaluating computer game concepts with children , 2004, IDC '04.
[12] Alissa Nicole Antle,et al. Child-based personas: need, ability and experience , 2008, Cognition, Technology & Work.
[13] Peta Wyeth,et al. Designing cultural probes for children , 2006, OZCHI.
[14] Andrés Lucero,et al. How probes inform and influence the design process , 2007, DPPI.
[15] Panos Markopoulos,et al. pOwerball: the design of a novel mixed-reality game for children with mixed abilities , 2005, IDC '05.
[16] Bruce H. Thomas,et al. Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces , 2007 .
[17] Allison Druin,et al. The design of children's technology , 1998 .
[18] R. Gigengack,et al. Critical omissions: How street children studies can address self-destructive agency , 2008 .
[19] Mikael B. Skov,et al. A review of research methods in children's technology design , 2005, IDC '05.
[20] Wolfgang Hochleitner,et al. Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games , 2010, Evaluating User Experience in Games.
[21] Ministerium für Schule,et al. Rahmenvorgabe für die ökonomische Bildung in der Sekundarstufe I , 2004 .
[22] M. A. Dahlgren,et al. Conceptualising Professional Identification as Flexibility, Stability and Ambivalence , 2010 .
[23] William W. Gaver,et al. Design: Cultural probes , 1999, INTR.
[24] Catherine E. Snow,et al. Language acquisition: Conversations with children , 1986 .
[25] Michael J. Muller,et al. Participatory design: the third space in HCI , 2002 .
[26] Panos Markopoulos,et al. Interaction design and children , 2003, Interact. Comput..
[27] Keith Cheverst,et al. How probes work , 2007, OZCHI '07.
[28] Allison Druin,et al. Starting an intergenerational technology design team: a case study , 2003, IDC '03.
[29] Mary Beth Rosson,et al. Scenario-based design , 2002 .
[30] Yoram Chisik,et al. Reading in the wild: sociable literacy in practice , 2006, IDC '06.
[31] DruinAllison,et al. Working with young children as technology design partners , 2005 .
[32] Mark Guzdial,et al. Learner-centered design: the challenge for HCI in the 21st century , 1994, INTR.
[33] Toni Robertson,et al. Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments , 2006 .
[34] Manfred Tscheligi,et al. Using probes to create child personas for games , 2011, Advances in Computer Entertainment Technology.
[35] D. Norman,et al. User Centered System Design: New Perspectives on Human-Computer Interaction , 1988 .
[36] Allison Druin,et al. The Role of Children in the Design Technology , 1999 .
[37] Paul Dourish,et al. How HCI interprets the probes , 2007, CHI.
[38] A. Druin,et al. The Child as Learner, Critic, Inventor, and Technology Design Partner: An Analysis of Three Years of Swedish Student Journals , 2002 .
[39] Peter Gregor,et al. Experiences obtained from designing with children , 2003, IDC '03.
[40] Alessandro Canossa,et al. Defining personas in games using metrics , 2008, Future Play.
[41] Judith Good,et al. Computer games authored by children: a multi-perspective evaluation , 2004, IDC '04.
[42] Karen Holtzblatt,et al. Contextual design , 1997, INTR.
[43] Tracy Fullerton,et al. Game Design Workshop: Designing, Prototyping, and Playtesting Games , 2004 .
[44] Peter C. Wright,et al. Experience-Centered Design: Designers, Users, and Communities in Dialogue , 2010, Experience-Centered Design.
[45] Alan Cooper,et al. About Face 3: the essentials of interaction design , 1995 .
[46] Berry Mayall,et al. Conversations with Children: Working with Generational Issues , 2008 .
[47] David Isaacs,et al. The World Café: Shaping Our Futures Through Conversations That Matter , 2005 .
[48] Franca Garzotto,et al. Broadening children's involvement as design partners: from technology to , 2008, IDC.
[49] Dion Hoe-Lian Goh,et al. Child-centered interaction in the design of a game for social skills intervention , 2011, CIE.
[50] Stephen Richard Billett,et al. Learning through practice : models, traditions, orientations and approaches , 2010 .
[51] Randy J. Pagulayan,et al. User-centered design in games , 2012 .
[52] Douglas N. Gordin,et al. Changing how and what children learn in school with computer-based technologies. , 2000, The Future of children.
[53] A. James,et al. Research with Children: Perspectives and Practices , 2000 .
[54] Stuart MacFarlane,et al. Using the fun toolkit and other survey methods to gather opinions in child computer interaction , 2006, IDC '06.
[55] Karen Malone,et al. What about me? Children as co-researchers , 2007 .
[56] Allison Druin,et al. Working with young children as technology design partners , 2005, CACM.
[57] R. Smyth,et al. Research with children , 2001, BMJ : British Medical Journal.
[58] Brendan Walker,et al. Cultural probes and the value of uncertainty , 2004, INTR.
[59] Manfred Tscheligi,et al. "Now you need to laugh!": investigating fun in games with children , 2009, Advances in Computer Entertainment Technology.
[60] T. Jick. Mixing Qualitative and Quantitative Methods: Triangulation in Action. , 1979 .
[61] Peggy Gregory,et al. An Investigation of Participatory Design with Children – Informant, Balanced and Facilitated Design , 2002 .
[62] John S. Pruitt,et al. The Persona Lifecycle: Keeping People in Mind Throughout Product Design , 2006 .