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annual symposium on computer human interaction in play | 2014

Towards tangible gamified co-design at school: two studies in primary schools

Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Santina Torello

Co-design is an ideal approach to design with users. It allows designers to create products, such as games, with their intended users and in their natural environment, e.g., children and their teachers in their school. Nowadays school contexts, however, pose their own requirements to co-design, which can affect its success. For instance, school contexts tend to be associated to boring rote by learners, who are used to interactive digital games. Gamification can then help in creating a positive engaging experience for school classes that co-design, as games do. This paper takes up such a view: it gamifies co-design contexts in order to positively engage school classes. To this end it presents two studies with gamified co-design in primary schools: heterogeneous teams co-designed prototypes by resolving missions as in a game, in the first short-term study; they did it in an even more gamified context, in the second long-term study. Results of both studies are encouraging for the approach. The paper also advances basic guidelines for tangibly gamifying co-design at school, grounded in the studies and literature.


human factors in computing systems | 2014

Gamified co-design with cooperative learning

Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Santina Torello

Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and engagement are both key goals, and that poses several challenges to co-design. This paper investigates such challenges after outlining co-design and situating it in current user experience design trends. Then the paper uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering engagement as well as learning, by blending co-design with gamification and cooperative learning. It ends by showcasing a study that uses the blended co-design approach, and by outlining how this led to novel challenges and work.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2017

Children's emotions and quality of products in participatory game design

Rosella Gennari; Alessandra Melonio; Daniela Raccanello; Margherita Brondino; Gabriella Dodero; Margherita Pasini; Santina Torello

The paper presents an empirical study centred on a participatory game design activity with 810 years old primary-school children, split in different sessions. The study assesses how children perform in game design and whether they are engaged in design tasks. To this end, the study gathers data concerning the quality of childrens game design products, regarded as indicators of childrens performance in game design. It collects data concerning childrens emotions, which are taken as indicators of their engagement in game design. The paper statistically analyses and discusses how emotions and quality of products evolve across the game design experience, and how emotions are related to childrens quality of products. Results of this work can help researchers, educators and practitioners manage a complex design experience with and for children, and identify key emotions for promoting quality of design work. The paper discusses childrens performance and engagement in participatory game design.It presents a participatory game design study with 810 year olds.The study assesses childrens emotions, for engagement, and product- quality, for performance.The study analyses their correlations, and interpret results with observation data.The paper concludes with implications of the study for participatory game design.


Archive | 2015

Emotions and Inclusion in Co-design at School: Let’s Measure Them!

Margherita Brondino; Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Margherita Pasini; Daniela Raccanello; Santina Torello

Co-design with children comes with methods and techniques for creating technological products with children, such as video-game prototypes. When co-design takes place in schools, learners’ involvement and enjoyment of co-design become crucial concerns for researchers. But how to measure emotions, more in general, and involvement in a co-design study with children? This paper presents a co-design study, run with a novel co-design method at school, for involving children in co-design groups and emotionally engaging them in producing game prototypes. It explains how emotional engagement and inclusion can be and were operationalized and measured in the co-design study, thereby providing feedback to co-design researchers interested in measuring the same constructs.


Multimedia Tools and Applications | 2017

Gamified probes for cooperative learning: a case study

Rosella Gennari; Alessandra Melonio; Santina Torello

This paper advances the idea of tangible gamified probes for cooperative learning processes, which require synchronous in-presence and in-situ interactions. The paper focuses on gamified probes for promoting a sense of progression and control, as well as social relations in a cooperative learning process in classroom. It reports a case study in a primary school. The study employed gamified probes as early-design solutions: each probe had limited ad-hoc functionalities, tested in the field, and was flexible enough to enable different usages so as to inspire designers. Probes were also endowed with embedded micro-electronic components for enhancing their interaction with children and human-to-human interaction, besides for storing relevant interaction data. After reporting the study results, the paper discusses them, and it concludes reflecting on the design of future gamified probes for enhancing cooperative learning in classroom.


Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter | 2015

There Is No Rose Without A Thorn: An Assessment of a Game Design Experience for Children

Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Santina Torello

Game design is recently conducted at school for eliciting childrens design ideas about games for them. However, game design is a complex interaction design task, requiring rather mature cognitive skills. This paper reflects on it, reporting a gamified game design experience with groups of children in primary schools.


annual symposium on computer human interaction in play | 2014

Gamified children universities: an exploratory study

Vincenzo Del Fatto; Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Marco Montali; Simon Razniewski; Santina Torello; Xiaofeng Wang; Floriano Zini

Children universities see universities hosting activities for exposing children to research findings. However, universities are not per-se designed for children. This paper advances the idea of gamifying university contexts for children in order to provide them with a positive engaging experience. The reported qualitative study serves as proof-of-concept. Engagement results, albeit preliminary, are positive.


distributed computing and artificial intelligence | 2014

Achievement Emotions and Peer Acceptance Get Together in Game Design at School

Margherita Brondino; Gabriella Dodero; Rosella Gennari; Alessandra Melonio; Daniela Raccanello; Santina Torello

This paper presents a game design experience in primary schools, with children creating game design ideas and prototypes. Children were organized in cooperative groups. Game design tasks were organized following gamification principles, with ad-hoc gamified material. Cooperative learning and gamification served to elicit emotions and social inclusion. This paper measures them as follows. It operationalizes social inclusion with peer acceptance in three different social contexts, measured before and after the game design activity. It tracks achievement emotions experienced during game design at school. Then the paper examines the relationships between achievement emotions and peer acceptance. In this manner, it tackles an open problem in the literature concerning the links between emotions and social well-being in a game design experience. Path analyses indicate that, respectively for received choices and mutual friendships, positive emotions played a significant role in improving children’s social relations, and negative emotions were associated with a significant deterioration of social relations, but only for the extra-school leisure context. The paper concludes assessing the study limits and results in relation to game design with and for children.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2017

子供の感情と参加型ゲーム設計における製品の品質【Powered by NICT】

Rosella Gennari; Alessandra Melonio; Daniela Raccanello; Margherita Brondino; Gabriella Dodero; Margherita Pasini; Santina Torello


Formazione | 2015

10- Progettare giochi interattivi a scuola, includendo tutti e divertendosi insieme

Rosella Gennari; Alessandra Melonio; Santina Torello

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Alessandra Melonio

Free University of Bozen-Bolzano

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Rosella Gennari

Free University of Bozen-Bolzano

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Gabriella Dodero

Free University of Bozen-Bolzano

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Floriano Zini

Free University of Bozen-Bolzano

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Marco Montali

Free University of Bozen-Bolzano

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Simon Razniewski

Free University of Bozen-Bolzano

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Vincenzo Del Fatto

Free University of Bozen-Bolzano

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