A review of research with co-design methods in health education

F Iniesto, K Charitonos, A Littlejohn - Open Education Studies, 2022 - degruyter.com
Studies using co-design methods require the meaningful involvement of stakeholders in
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

M Tonkin, J Vitale, S Herse, MA Williams… - Proceedings of the …, 2018 - dl.acm.org
Research in robotics and human-robot interaction is becoming more and more mature.
Additionally, more affordable social robots are being released commercially. Thus, industry …

[HTML][HTML] Designing for meaningful social interaction in digital serious games

X Fonseca, G Slingerland, S Lukosch, F Brazier - Entertainment Computing, 2021 - Elsevier
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 …

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

R Gennari, A Melonio, D Raccanello… - International journal of …, 2017 - Elsevier
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 …

The evolution of a toolkit for smart-thing design with children through action research

R Gennari, M Matera, A Melonio, M Rizvi… - International Journal of …, 2022 - Elsevier
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 …

Il Valore Pedagogico della gamification: una revisione sistematica

Y Vezzoli, A Tovazzi - Formazione & insegnamento, 2018 - ojs.pensamultimedia.it
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 …

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 …

Reflection and awareness in the design process: children ideating, programming and prototyping smart objects

R Gennari, M Matera, A Melonio, M Rizvi… - Multimedia Tools and …, 2021 - Springer
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 …

[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 …

Digital Twins of Socio-Technical Ecosystems to Drive Societal Change

F Bonetti, A Bucchiarone, J Michael… - Proceedings of the …, 2024 - dl.acm.org
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 …