It is increasingly understood how fun is an essentialaspect in interaction for children in or beyond gameplay, as well as supporting learning and other activitiesinvolving children, e.g., for participatory design. Whileit is often proclaimed that such activities are fun forchildren participants, empirical evidence is hard tocome by as measuring fun is not straightforward.Currently available assessment tools suitable foradolescents are scarce. FunQ is a recently developedmeasurement tool specifically designed for adolescentsfor the assessment of the experienced fun. Here wediscuss ongoing work for adapting FunQ - to Spanishand Dutch. We report on the process followed to adaptthe questionnaire; the reliability measures based on theinitial res...
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 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 essential\u3cbr/\u3easpect in interaction for children i...
It is increasingly understood how fun is an essential aspect in interaction for children in or beyon...
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 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 essential\u3cbr/\u3easpect in interaction for children i...
It is increasingly understood how fun is an essential aspect in interaction for children in or beyon...
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...