Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define and measure fun. The herein introduced research aims to (a) define the term “fun” and (b) to create a tool for the reliable measurement of it. In the first study testing the initial item pool 75 students (μage = 11.78); in the think-aloud study testing the comprehensibility of the items six 11-year-o...
ii Fun is one of the most ubiquitous human experiences. It would be hard to find someone who would s...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
‘Fun experience’ is a component of user experience (UX) which has come to increased prominence in re...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
It is increasingly understood how fun is an essential\u3cbr/\u3easpect in interaction for children i...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
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...
This paper documents the development and validation of the Relative Enjoyment Scale for measuring pl...
The current study involved the development and validation of a new measure of playfulness, the Proje...
A rapidly accumulating body of literature points to fun as an important factor in the physical activ...
This paper describes an empirical study of fun, usability, and learning in educational software. Twe...
The relationships between fun and learning are far from clear. Some argue that the two are mutually ...
‘It was the funnest week in the whole history of funnest weeks’: our case study, the second phase in...
Abstract: This paper reports the findings of an investigation into the relationship between usabilit...
ii Fun is one of the most ubiquitous human experiences. It would be hard to find someone who would s...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
‘Fun experience’ is a component of user experience (UX) which has come to increased prominence in re...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
It is increasingly understood how fun is an essential\u3cbr/\u3easpect in interaction for children i...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
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...
This paper documents the development and validation of the Relative Enjoyment Scale for measuring pl...
The current study involved the development and validation of a new measure of playfulness, the Proje...
A rapidly accumulating body of literature points to fun as an important factor in the physical activ...
This paper describes an empirical study of fun, usability, and learning in educational software. Twe...
The relationships between fun and learning are far from clear. Some argue that the two are mutually ...
‘It was the funnest week in the whole history of funnest weeks’: our case study, the second phase in...
Abstract: This paper reports the findings of an investigation into the relationship between usabilit...
ii Fun is one of the most ubiquitous human experiences. It would be hard to find someone who would s...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
‘Fun experience’ is a component of user experience (UX) which has come to increased prominence in re...