A review of research with co-design methods in health education
Studies using co-design methods require the meaningful involvement of stakeholders in
creating new knowledge and harnessing, mobilising, and transferring existing knowledge to …
creating new knowledge and harnessing, mobilising, and transferring existing knowledge to …
Design methodology for the ux of hri: A field study of a commercial social robot at an airport
Research in robotics and human-robot interaction is becoming more and more mature.
Additionally, more affordable social robots are being released commercially. Thus, industry …
Additionally, more affordable social robots are being released commercially. Thus, industry …
[HTML][HTML] Designing for meaningful social interaction in digital serious games
Digital serious games have shown to be effective in promoting citizen engagement and
social interaction. The reasons for their success are, however, unknown. This paper …
social interaction. The reasons for their success are, however, unknown. This paper …
Children's emotions and quality of products in participatory game design
The paper presents an empirical study centred on a participatory game design activity with 8–
10 years old primary-school children, split in different sessions. The study assesses how …
10 years old primary-school children, split in different sessions. The study assesses how …
The evolution of a toolkit for smart-thing design with children through action research
Several workshops use toolkits to engage children in the design of smart things, that is,
everyday things like toys enhanced with computing devices and capabilities. In general, the …
everyday things like toys enhanced with computing devices and capabilities. In general, the …
Il Valore Pedagogico della gamification: una revisione sistematica
This paper aims to analyse the emerging methodology of gamification, defined as “the use of
game design elements in non-game contexts”(Dertending et al., 2011). In particular, we …
game design elements in non-game contexts”(Dertending et al., 2011). In particular, we …
Gamificación y Breakout Edu en Formación Profesional. El programa «Grey Place» en Integración Social
A Manzano León, M Sánchez Sánchez… - 2020 - helvia.uco.es
La gamificación educativa es el uso de dinámicas y mecánicas propias de los juegos al
ámbito educativo, con el objetivo de aumentar la motivación escolar del alumnado. Desde …
ámbito educativo, con el objetivo de aumentar la motivación escolar del alumnado. Desde …
Reflection and awareness in the design process: children ideating, programming and prototyping smart objects
Abstract Design of new technology with children has been widely investigated, and lately
several workshops have been organised with children for designing novel IoT or smart …
several workshops have been organised with children for designing novel IoT or smart …
[HTML][HTML] Stimulating children's engagement with an educational serious videogame using Lean UX co-design
MC Ramos-Vega, VM Palma-Morales… - Entertainment …, 2021 - Elsevier
The motivation to stimulate children's learning engagement could be found in the fact that
learning is not always motivational in itself. This is particularly true when learning is …
learning is not always motivational in itself. This is particularly true when learning is …
Digital Twins of Socio-Technical Ecosystems to Drive Societal Change
While the engineering of digital twins (DTs) of cyber-physical systems already faces a
number of challenges, DTs of socio-technical systems are made even more complex by …
number of challenges, DTs of socio-technical systems are made even more complex by …