The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring

Andrea Valente*, Emanuela Marchetti

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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Abstract

In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.
Original languageEnglish
Title of host publicationProceedings of the 27th International Conference on Computers in Education : Taiwan: Asia-Pacific Society for Computers in Education
EditorsMaiga Chang, Hyo-Jeong So, Lung-Hsiang Wong, Ju-Ling Shih, Fu-Yun Yu
Volume2
PublisherAsia-Pacific Society for Computers in Education
Publication date19. Nov 2019
Pages38-46
ISBN (Print)978-986-97214-4-8
Publication statusPublished - 19. Nov 2019
Event27th International conference on computers in education - Kenting, Taiwan, Province of China
Duration: 2. Dec 20196. Dec 2019

Conference

Conference27th International conference on computers in education
CountryTaiwan, Province of China
CityKenting
Period02/12/201906/12/2019

Cite this

Valente, A., & Marchetti, E. (2019). The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring. In M. Chang, H-J. So, L-H. Wong, J-L. Shih, & F-Y. Yu (Eds.), Proceedings of the 27th International Conference on Computers in Education: Taiwan: Asia-Pacific Society for Computers in Education (Vol. 2, pp. 38-46). Asia-Pacific Society for Computers in Education.
Valente, Andrea ; Marchetti, Emanuela. / The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring. Proceedings of the 27th International Conference on Computers in Education: Taiwan: Asia-Pacific Society for Computers in Education. editor / Maiga Chang ; Hyo-Jeong So ; Lung-Hsiang Wong ; Ju-Ling Shih ; Fu-Yun Yu. Vol. 2 Asia-Pacific Society for Computers in Education, 2019. pp. 38-46
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title = "The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring",
abstract = "In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.",
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booktitle = "Proceedings of the 27th International Conference on Computers in Education",
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Valente, A & Marchetti, E 2019, The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring. in M Chang, H-J So, L-H Wong, J-L Shih & F-Y Yu (eds), Proceedings of the 27th International Conference on Computers in Education: Taiwan: Asia-Pacific Society for Computers in Education. vol. 2, Asia-Pacific Society for Computers in Education, pp. 38-46, 27th International conference on computers in education, Kenting, Taiwan, Province of China, 02/12/2019.

The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring. / Valente, Andrea; Marchetti, Emanuela.

Proceedings of the 27th International Conference on Computers in Education: Taiwan: Asia-Pacific Society for Computers in Education. ed. / Maiga Chang; Hyo-Jeong So; Lung-Hsiang Wong; Ju-Ling Shih; Fu-Yun Yu. Vol. 2 Asia-Pacific Society for Computers in Education, 2019. p. 38-46.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

TY - GEN

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AU - Marchetti, Emanuela

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N2 - In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.

AB - In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.

KW - game design

KW - game programming, primary school, learning, tangible metaphors

KW - primary school

KW - learning

KW - tangible metaphors

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SN - 978-986-97214-4-8

VL - 2

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BT - Proceedings of the 27th International Conference on Computers in Education

A2 - Chang, Maiga

A2 - So, Hyo-Jeong

A2 - Wong, Lung-Hsiang

A2 - Shih, Ju-Ling

A2 - Yu, Fu-Yun

PB - Asia-Pacific Society for Computers in Education

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Valente A, Marchetti E. The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring. In Chang M, So H-J, Wong L-H, Shih J-L, Yu F-Y, editors, Proceedings of the 27th International Conference on Computers in Education: Taiwan: Asia-Pacific Society for Computers in Education. Vol. 2. Asia-Pacific Society for Computers in Education. 2019. p. 38-46