dc.contributor.author | Jost, Patrick | |
dc.contributor.author | Divitini, Monica | |
dc.date.accessioned | 2021-10-12T07:30:16Z | |
dc.date.available | 2021-10-12T07:30:16Z | |
dc.date.created | 2021-10-11T16:12:21Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-030-86435-4 | |
dc.identifier.uri | https://hdl.handle.net/11250/2789133 | |
dc.description.abstract | Education 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.iso | eng | en_US |
dc.publisher | Springer | en_US |
dc.relation.ispartof | EC-TEL 2021: Technology-Enhanced Learning for a Free, Safe, and Sustainable World, Proceedings of the 16th European Conference on Technology Enhanced Learning | |
dc.rights | Navngivelse 4.0 Internasjonal | * |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/deed.no | * |
dc.subject | Spillbasert undervisning | en_US |
dc.subject | Game-Based Learning | en_US |
dc.subject | Pedagogisk psykologi | en_US |
dc.subject | Psychology of education | en_US |
dc.subject | Spilldesign | en_US |
dc.subject | Game Design | en_US |
dc.subject | Serious Games | en_US |
dc.subject | Serious Games | en_US |
dc.title | From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education | en_US |
dc.type | Chapter | en_US |
dc.description.version | publishedVersion | en_US |
dc.subject.nsi | VDP::Andre pedagogiske fag: 289 | en_US |
dc.subject.nsi | VDP::Other subjects within education: 289 | en_US |
dc.source.pagenumber | 178-192 | en_US |
dc.identifier.doi | 10.1007/978-3-030-86436-1_14 | |
dc.identifier.cristin | 1944993 | |
dc.relation.project | Norges forskningsråd: 270969 | en_US |
cristin.ispublished | true | |
cristin.fulltext | original | |
cristin.qualitycode | 1 | |