Skip to main content

Playfulness and Openness: Reflections on the Design of Learning Technologies

  • Conference paper
Arts and Technology (ArtsIT 2011)

Abstract

What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children. Different forms of emergent interactions were evident, both during museum visits and while testing a low-fidelity prototype. Deeper reflections on the meaning of enhancing learning through play from a user’s individual perspective was assessed. In this respect, openness and multimodality were evaluated intertwined with design of playful learning tools to enrich non-formal learning and to allow support for individual needs.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Lang, C., Reeve, J., Woollard, V.: The responsive museum: working with audiences in the twenty-first century, Ashgate (2006)

    Google Scholar 

  2. Kidd, J., Ntala, I., Lyons, W.: Multi-touch Interfaces in Museum Spaces: Reporting Preliminary Findings on the Nature of Interaction. In: Ciolfi, Scott, Barbieri (eds.) Rethinking Technology in Museums: Emerging Experiences. University of Limerick (2011)

    Google Scholar 

  3. Dindler, C., Iversen, O., Smith, R., Veerasawmy, R.: Participatory design at the museum: inquiring into children’s everyday engagement in cultural heritage. In: Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, OZCHI 2010, Brisbane, Australia (2010)

    Google Scholar 

  4. Hornecker, E.: I don’t understand it, but it is cool – Visitor Interaction with a Multi-Touch Table in Museum. In: Proceedings of IEEE Tabletop (2008)

    Google Scholar 

  5. Hall, T., Bannon, L.: Cooperative design of children’s interaction in museums: a case study in the Hunt Museum. CoDesign 1(3), 187–218 (2005)

    Article  Google Scholar 

  6. Prensky, M.: Digital Natives, Digital Immigrants. On the Horizon 9(5) (2001)

    Google Scholar 

  7. Muise, K., Wakkary, R.: Bridging Designers’ Intentions to Outcomes with Constructivism. In: Proceedings of the 8th ACM Conference Design of Interactive Systems, Aarhus, Denmark (2010)

    Google Scholar 

  8. Rogoff, B.: Apprenticeship in Thinking. Cognitive Development in Social Context. Oxford University Press (1990)

    Google Scholar 

  9. Henare, A., Holbraad, M., Westel, S.: Thinking through Things, Theorising artefacts ethnographically. Routledge (2007)

    Google Scholar 

  10. Marchetti, E.: Evocative Objects and Fun. A study about board games practice as objects-mediated social interaction. In: CRESC Conference 2009, Objects – What’s Matters? Technology Value and Social Change. University of Manchester (2009)

    Google Scholar 

  11. Sutton-Smith, B.: The Ambiguity of Play. Harvard University Press (1997)

    Google Scholar 

  12. Göncü, A. (ed.): Children’s Engagement in the World. Sociocultural Perspectives. Cambridge University Press, New York (1999)

    Google Scholar 

  13. Rogoff, B.: Becoming a Cooperative Parent in a parent Cooperative. In: Rogoff, B., Goodman Turkanis, C., Bartlett, L. (eds.) Learning Together. Oxford University Press, New York (2001)

    Google Scholar 

  14. Petersson, E.: Non-formal Learning through Ludic Engagement within Interactive Environments. Doctoral dissertation, Malmö University, School of Teacher Education, Studies in Educational Sciences (2006)

    Google Scholar 

  15. Petersson, E., Brooks, A.: Virtual and Physical Toys: Open-ended Features for Non-formal Learning. Cyber Psychology and Behavior 9(2), 196–199 (2006)

    Article  Google Scholar 

  16. Kress, G.: Multimodality. A Social Semiotic Approach to Contemporary Communication. Routledge, London (2010)

    Google Scholar 

  17. van Leeuwen, T.: Introducing Social Semiotics. Routledge, London (2005)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Marchetti, E., Petersson Brooks, E. (2012). Playfulness and Openness: Reflections on the Design of Learning Technologies. In: Brooks, A.L. (eds) Arts and Technology. ArtsIT 2011. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33329-3_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33329-3_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33328-6

  • Online ISBN: 978-3-642-33329-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics