It is increasingly understood how fun is an essential aspect in interaction for children in or beyond game play, as well as supporting learning and other activities involving children, e.g., for participatory design. While it is often proclaimed that such activities are fun for children participants, empirical evidence is hard to come by as measuring fun is not straightforward. Currently available assessment tools suitable for adolescents are scarce. FunQ is a recently developed measurement tool specifically designed for adolescents for the assessment of the experienced fun. Here we discuss ongoing work for adapting FunQ - to Spanish and Dutch. We report on the process followed to adapt the questionnaire; the reliability measures based on t...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
It is increasingly understood how fun is an essential\u3cbr/\u3easpect in interaction for children i...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
children’s perceptions of their own fun; comparative and absolute. Comparative fun was measured by a...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
It is increasingly understood how fun is an essential\u3cbr/\u3easpect in interaction for children i...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
children’s perceptions of their own fun; comparative and absolute. Comparative fun was measured by a...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...