| TagTiles: optimal challenge in educational electronics |
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Tangible and embedded interaction
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Proceedings of the 1st international conference on Tangible and embedded interaction
table of contents
Baton Rouge, Louisiana
SESSION: Learning through physical interaction
table of contents
Pages: 187 - 190
Year of Publication: 2007
ISBN:978-1-59593-619-6
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Downloads (6 Weeks): 5, Downloads (12 Months): 131, Citation Count: 1
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ABSTRACT
In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of the game showed that the children appreciated the game and that most of them were offered a challenge that was appropriate for their skill level.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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O'Malley, C. and Stanton-Fraser, D. (2004). Literature review in learning with tangible technologies. Nesta FutureLab Series, report 12.
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Vockell, E. L. (1994). Educational research (2nd edition). Upper Saddle River, New Jersey: Prentice-Hall.
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