Proceedings of the Fourth International Conference on Tangible, Embedded, and Embodied Interaction 2010
DOI: 10.1145/1709886.1709933
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Traditional games meet ICT

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Cited by 23 publications
(3 citation statements)
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“…On the other hand, each region has its own traditional games, which can be used for educational purposes, while the integration of these games will shift the pedagogical approach from teacher-centered to student-centered environment [ 35 , 39 , 40 ]. Even though the literature lacks with studies that successfully couple learning design with traditional game features, researches in [ 41 ] emphasize that these games smoothen social communication and amplify the excitement caused by the game, which can be beneficial in the educational environment. Furthermore, Vasileva et al [ 42 ] provide evidence for the usefulness of traditional games for different educational objectives, as well as their educational benefits.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…On the other hand, each region has its own traditional games, which can be used for educational purposes, while the integration of these games will shift the pedagogical approach from teacher-centered to student-centered environment [ 35 , 39 , 40 ]. Even though the literature lacks with studies that successfully couple learning design with traditional game features, researches in [ 41 ] emphasize that these games smoothen social communication and amplify the excitement caused by the game, which can be beneficial in the educational environment. Furthermore, Vasileva et al [ 42 ] provide evidence for the usefulness of traditional games for different educational objectives, as well as their educational benefits.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…They also give the positive effect to the students' character values such as religious character, nationalism, independence, cooperation, and integrity (Saputra et al, 2017). In addition, the physical activity and real communication provided in the games fit with their character (Suhartatik, 2018;Syahria, 2020) and bring them into purposeful experiences (Iwata, Yamabe, & Polojarvi, 2010;Kirkoz, 2018). In fact, the interaction with one another through group work can give them more opportunity to communicate and collaborate in learning activities (Bairley, 2005in Sekarini & Safei, 2016.…”
Section: Introductionmentioning
confidence: 99%
“…During the last decades there has been a technological evolution in the field of Tangible User Interfaces (TUIs), from digitally augmented paper to physical objects as icons (phicons), manipulatives, or digital sensors / probes [3,4]. However, many of these proposals (Phidgets [5], TagTiles [6], multi-touch boards [7], or projector-based augmented reality [8]) require a high initial investment. By contrast, Flow Paths uses inexpensive chips and microcontrollers for its board and passive blocks which can be handled without care by non-expert leaners.…”
Section: Introductionmentioning
confidence: 99%