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Usability testing has traditionally been conducted in dedicated laboratory. Alternatively, field study can be an option to conduct the usability testing. As HCI researchers who work with children, we have experiences in conducting usability tests in both natural and laboratory environments. We tested two different children applications in two different environments: testing drawing applications at...
There are not many initiatives in the area of game development for children with special needs, specially children with Down syndrome. The major purpose of our research is to promote cognitive development of disabled children in the context of inclusive education. In order to do so, we address aspects of interaction, communication and game design in stimulating selected cognitive abilities. By using...
The concept of sensation seeking has been extensively studied. However, a few studies have been carried out on the relationship between sensation seeking and digital educational games (DEGs). This paper investigates how sensation seeking influences the design and development of DEGs for children. The results, based on a sample of 115 children in UK, demonstrate significant impacts of sensation seeking...
Technology is changing the way today's children learn. Based on our experience in the development of educational software for children, it is our belief that computer interaction should consider the factors that affect children's cognitive abilities and take an active part in the realm of the methodological process of hypermedia design. Departing from the results of a preliminary study with pre-school...
One of the recurring design issues in creating computational artifacts for children is the question of programmability. On the one hand, there is only a limited range of things that a non-programmable artifact or toy can be "taught" to do. On the other hand, the traditional trappings and cultural associations of full-scale programming (e. g., incorporating a screen within a programmable...
Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the...
Cerebral palsy is a non-progressive neurological disorder caused by disturbances to the developing brain. Physical and occupational therapy, if started at a young age, can help minimizing complications such as joint contractures, and can improve limb range of motion and coordination. While current forms of therapy for children with cerebral palsy are effective in minimizing symptoms, many children...
Multi-agent system of autonomous interactive blocks that can display its active state through color and light intensity has been developed. Depending on the individual rules, these autonomous blocks could express emergent behaviors which are a basis for various educational games. The multi-agent system is used for developing games for behavioral training of autistic children. This paper features the...
Educational games become more effective when the challenge they offer matches the developing abilities of the player continuously. This promotes the motivation of the player and ensures favorable conditions for learning. To achieve a proper match between the player's abilities and the challenge offered, it is important to minimize any unintended challenge caused by the user interface.We studied the...
In this paper, we discuss various options for enhancing the gaming experience in augmented tabletop games. More specifically, we propose to incorporate psychophysiological measurements as a part of the gaming experience, and to integrate a desktop game within its real surrounding (i.e., the entire room) in order to promote more physical activity. Such design options, together with other game rules,...
Virtual reality (VR) has the potential to offer experiences which are engaging and rewarding. In VR, the focus is shifted from the person's efforts in producing a movement or completing a task to that of interaction with the virtual environment. We have found that participants place value and meaning on and enjoy the activities programmed. Virtual reality interventions have been shown to improve cognitive...
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