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Publications (3 of 3) Show all publications
van Delden, R., Reidsma, D., Postma, D., Weijdom, J., Márquez Segura, E., Turmo Vidal, L., . . . Elbæk, L. (2023). Technology, Movement, and Play Is Hampering and Boosting Interactive Play. In: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play: . Paper presented at Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023 (pp. 231-234). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Technology, Movement, and Play Is Hampering and Boosting Interactive Play
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2023 (English)In: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2023, p. 231-234Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.  

 

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-63785 (URN)10.1145/3573382.3616050 (DOI)001594520400041 ()2-s2.0-85175866378 (Scopus ID)9798400700293 (ISBN)
Conference
Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023
Available from: 2023-11-20 Created: 2023-11-20 Last updated: 2026-01-07Bibliographically approved
Font, J., Johnsson, M., Elbæk, L. & Kaos, M. D. (2023). Using and facilitating social videogames as warm-ups for embodied design. In: Proceedings of the 17th European Conference on Games Based Learning: . Paper presented at 17th European Conference on Games Based Learning, ECGBL 2023, Enschede, Netherlands, 5-6 October 2023 (pp. 171-179). ACI Academic Conferences International, 17(1)
Open this publication in new window or tab >>Using and facilitating social videogames as warm-ups for embodied design
2023 (English)In: Proceedings of the 17th European Conference on Games Based Learning, ACI Academic Conferences International, 2023, Vol. 17, no 1, p. 171-179Conference paper, Published paper (Refereed)
Abstract [en]

Warm-ups, as preliminary activities to physical training, are an inherent part of any physical exercise and sports practice. Rooted in the concept of embodied cognition, embodied design is a paradigm that shifts the focus of interaction design from external artefacts and devices to the human body (Svanæs & Barkhuus, 2020). A body-centred design emphasises the importance of having the human body at the centre of the entire design cycle, conveying movement, physical expressivity, feelings, and aesthetics, in a design process that uses the body as both a resource and target. Designing with the body is, therefore, a physically demanding activity that requires a specific set of warm-ups to educate and prepare designers mentally, socially, and physically for the act of embodied design. We propose social videogames as a resourceful framework for creating such a set of warm-up exercises. This paper presents a methodology comprising off-the-shelf commercial videogames whose rules have been adapted for embodied design. Three studies have been executed to validate the game's capacity as warm-up activity and icebreaker for embodied creativity and to study the conditions for an optimal method facilitation to external instructors in preparation for an applied session. The method applied is qualitative and quantitative feedback data gathered from the three studies using questionnaires, tests, observation, and open interviews. The results of the series of studies showed the potential of the proposed methodology as warm-ups for teaching, training, and practising embodied design, as well as giving insights on how to facilitate it. Overall, the game-based warm-ups for embodied design preparation using off-the-shelf movement games have a social and playful nature. The proposed twisted gameplays make them suitable to exert body moves and get ready to think and design with their bodies. The study on facilitation shows the need for a preparation session supported by an experienced person. However, one introductory session is enough for the toolbox to become an easily configurable resource that adapts to the facilitator's needs and goals. We suggest including sample implementation cases along with instruction cards of the embodied games. Further, the warm-up games are customisable using the toolbox's modifier cards. 

Place, publisher, year, edition, pages
ACI Academic Conferences International, 2023
Series
Proceedings of the European Conference on Games-Based Learning, ISSN 2049-0992, E-ISSN 2049-100X
National Category
Design
Identifiers
urn:nbn:se:mau:diva-64756 (URN)10.34190/ecgbl.17.1.1398 (DOI)2-s2.0-85178995500 (Scopus ID)978-1-914587-89-4 (ISBN)978-1-914587-88-7 (ISBN)
Conference
17th European Conference on Games Based Learning, ECGBL 2023, Enschede, Netherlands, 5-6 October 2023
Available from: 2023-12-27 Created: 2023-12-27 Last updated: 2025-08-14Bibliographically approved
Font, J., Contreras, E., Johnsson, M. & Linderman, K. (2018). Vault! Learning Through Creativity: A Parkour Based Educational Model and Application (ed.). In: (Ed.), Proceedings of the 12th European conference on games based learning (ECGBL 2018): . Paper presented at 12th European Conference on Games Based Learning (ECGBL), SKEMA Business Sch, FRANCE (October 04-05, 2018) (pp. 876-880). Acad Conferences Ltd
Open this publication in new window or tab >>Vault! Learning Through Creativity: A Parkour Based Educational Model and Application
2018 (English)In: Proceedings of the 12th European conference on games based learning (ECGBL 2018), Acad Conferences Ltd , 2018, p. 876-880Conference paper, Published paper (Refereed)
Abstract [en]

During the last decade, the way people learn has seen a big shift from the traditional classroom that purely uses printed material to the contemporary classroom that utilizes digital technologies for the teaching material (Al-Emran and Shaalan, 2015). In this paper we present Vault!, an Android mobile app that combines the benefits of mobile learning and relational learning, while at the same time reaps the reward of the community-based learning model existing in parkour. We also provide a theoretical support for parkour as a general-purpose challenge-based educational model, as well as an analysis of popular mobile learning apps, both of them resulting in the design and development of the presented application.

Place, publisher, year, edition, pages
Acad Conferences Ltd, 2018
Series
Proceedings of the European Conference on Games-Based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Keywords
mobile learning, relational learning, parkour
National Category
Social Sciences
Identifiers
urn:nbn:se:mau:diva-12746 (URN)000453557800107 ()2-s2.0-85058951699 (Scopus ID)29627 (Local ID)978-1-911218-99-9 (ISBN)29627 (Archive number)29627 (OAI)
Conference
12th European Conference on Games Based Learning (ECGBL), SKEMA Business Sch, FRANCE (October 04-05, 2018)
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2025-03-06Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0009-0009-4309-3562

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