Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …

Teachers' beliefs about technology integration in early childhood education: A meta-ethnographical synthesis of qualitative research

P Mertala - Computers in Human Behavior, 2019 - Elsevier
There is a body of evidence suggesting that instead of concentrating only on teaching and
learning (the education task), teachers believe that their tasks are to care for their students …

[图书][B] The charisma machine: The life, death, and legacy of one laptop per child

MG Ames - 2019 - books.google.com
A fascinating examination of technological utopianism and its complicated consequences. In
The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per …

Metaverse and education: the pioneering case of Minecraft in immersive digital learning

The metaverse is presented as a possible new technological iteration for the Internet. The
generation of virtual universes in which the physical and the digital converge raises the …

[HTML][HTML] Critical agenda driving child–computer interaction research—Taking a stock of the past and envisioning the future

N Iivari, S Sharma, L Ventä-Olkkonen… - International Journal of …, 2022 - Elsevier
There is a revitalized interest in power and politics around design and technology in the
Human–Computer Interaction (HCI) field. Child–Computer Interaction (CCI) research …

A place to play: the (dis) abled embodied experience for autistic children in online spaces

KE Ringland - Proceedings of the 2019 CHI conference on human …, 2019 - dl.acm.org
Play is the work of children-but access to play is not equal from child to child. Having access
to a place to play is a challenge for marginalized children, such as children with disabilities …

Situating the Appeal of Fortnite Within Children's Changing Play Cultures

M Carter, K Moore, J Mavoa, H Horst… - Games and …, 2020 - journals.sagepub.com
Fortnite is a massively multiplayer online “battle royale” game that rapidly grew in 2018 to
become one of the most popular digital games in the world, with a reported peak of 10.8 …

Hackers, computers, and cooperation: A critical history of logo and constructionist learning

MG Ames - Proceedings of the ACM on Human-Computer …, 2018 - dl.acm.org
This paper examines the history of the learning theory" constructionism" and its most well-
known implementation, Logo, to examine beliefs involving both" C's" in CSCW: computers …

Children's gaming involves much more than the gaming itself: A study of the metagame among 12-to 15-year-old children

J Kahila, M Tedre, S Kahila, H Vartiainen… - …, 2021 - journals.sagepub.com
In addition to gaming, there are many other activities around digital games. These
metagame activities have so far been studied from the perspective of single metagame …

Care as a resource in underserved learning environments

N Karusala, A Vishwanath, A Kumar, A Mangal… - Proceedings of the …, 2017 - dl.acm.org
We present results from an ethnographic inquiry of technology-based learning at an after-
school learning center in Mumbai (India) that caters to students from neighboring slum …