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dc.contributor.authorJost, Patrick
dc.contributor.authorDivitini, Monica
dc.date.accessioned2021-10-12T07:30:16Z
dc.date.available2021-10-12T07:30:16Z
dc.date.created2021-10-11T16:12:21Z
dc.date.issued2021
dc.identifier.isbn978-3-030-86435-4
dc.identifier.urihttps://hdl.handle.net/11250/2789133
dc.description.abstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching. This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a cardbased toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education. The results remarkably revealed that remote co-creation using the technologyenhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.en_US
dc.language.isoengen_US
dc.publisherSpringeren_US
dc.relation.ispartofEC-TEL 2021: Technology-Enhanced Learning for a Free, Safe, and Sustainable World, Proceedings of the 16th European Conference on Technology Enhanced Learning
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectSpillbasert undervisningen_US
dc.subjectGame-Based Learningen_US
dc.subjectPedagogisk psykologien_US
dc.subjectPsychology of educationen_US
dc.subjectSpilldesignen_US
dc.subjectGame Designen_US
dc.subjectSerious Gamesen_US
dc.subjectSerious Gamesen_US
dc.titleFrom Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Educationen_US
dc.typeChapteren_US
dc.description.versionpublishedVersionen_US
dc.subject.nsiVDP::Andre pedagogiske fag: 289en_US
dc.subject.nsiVDP::Other subjects within education: 289en_US
dc.source.pagenumber178-192en_US
dc.identifier.doi10.1007/978-3-030-86436-1_14
dc.identifier.cristin1944993
dc.relation.projectNorges forskningsråd: 270969en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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