This paper describes textual, social and design dimensions of artefacts for play and learning by giving examples from studies on relations between children, social activities, games and toys. This paper exhibits design as characteristics of artefacts intended to stage play and learning. Furthermore the paper exhibits learning as a process of competence creation. This kind of learning is usually not considered as learning in a formal sense, rather as play and exploration. Field-studies were implemented among user groups of children between 4 to 8 years of age. The results disclose that multimodality, scaffolding, and intrinsic motivation are essential resources for playful learning experiences
In this paper, we describe our design research on tangible play objects that stimulate social and ph...
This paper presents a study on children’s play with tangible, interactive objects called MagicBuns. ...
Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus char...
This chapter examines how various properties of play have inspired and can inspire new design direct...
Playing and schooling are usually considered as separate activities. In this article, we argue that ...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
What does it mean to design a playful learning tool? What is needed for a learning tool to be percei...
This paper reports on a study exploring the outcomes from young children’s play with digital technol...
There are a many examples of museums trying to create a playful environment for children, using Ubiq...
In this paper we describe the design process of two playful accessories for children to play anywher...
From the age of six children are developing important social skills, often through play. However, ma...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Digital technologies are increasingly acknowledged as an important aspect of early childhood educati...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
Toys play a crucial role in supporting children’s learning and creation of meaning in their everyday...
In this paper, we describe our design research on tangible play objects that stimulate social and ph...
This paper presents a study on children’s play with tangible, interactive objects called MagicBuns. ...
Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus char...
This chapter examines how various properties of play have inspired and can inspire new design direct...
Playing and schooling are usually considered as separate activities. In this article, we argue that ...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
What does it mean to design a playful learning tool? What is needed for a learning tool to be percei...
This paper reports on a study exploring the outcomes from young children’s play with digital technol...
There are a many examples of museums trying to create a playful environment for children, using Ubiq...
In this paper we describe the design process of two playful accessories for children to play anywher...
From the age of six children are developing important social skills, often through play. However, ma...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Digital technologies are increasingly acknowledged as an important aspect of early childhood educati...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
Toys play a crucial role in supporting children’s learning and creation of meaning in their everyday...
In this paper, we describe our design research on tangible play objects that stimulate social and ph...
This paper presents a study on children’s play with tangible, interactive objects called MagicBuns. ...
Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus char...