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dc.contributor.authorHøiseth, Marikken
dc.contributor.authorHolme, Sindre
dc.contributor.authorEk, Sondre
dc.contributor.authorGabrielsen, Charlotte Tendenes
dc.contributor.authorAlsos, Ole Andreas
dc.date.accessioned2021-09-07T11:14:32Z
dc.date.available2021-09-07T11:14:32Z
dc.date.created2020-08-04T14:54:54Z
dc.date.issued2020
dc.identifier.isbn978-1-4503-8020-1
dc.identifier.urihttps://hdl.handle.net/11250/2773995
dc.description.abstractSerious games can be a supplement to early intervention and treatment of school refusal. In this work-in-progress, we report on findings from an evaluation session in which teenagers gave detailed feedback on Gnist (English: Spark), a serious game for treatment of school refusal. Our contribution is an empirical review of the teenager' opinions about the proposed game elements to overcome school refusal and their recommendations for future development as well as promoting school refusal on the design agenda.en_US
dc.language.isoengen_US
dc.publisherAssociation for Computing Machinery (ACM)en_US
dc.relation.ispartofIDC 2020 Extended Abstract Proceedings
dc.titleTeen Evaluations of a Game Targeting School Refusalen_US
dc.typeChapteren_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber175-180en_US
dc.identifier.doihttp://dx.doi.org/10.1145/3397617.3397835
dc.identifier.cristin1821615
dc.description.localcodeThis article will not be available due to copyright restrictions (c) 2020 by ACMen_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.fulltextoriginal
cristin.qualitycode1


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