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Author Egloff, Tammie Hutto
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract With recent growth of the childrens software sector, companies arepushing to create innovative software packages for home and school.Edutainmentsoftware intended to educate children through the use ofentertainmentis one of the quickest growing sectors in thechildren's software field. This exploratory study investigated howchildren interacted with two new games that combine hands-oncomputer input devices with software: the Easy Bake Oven PlaySet"and the Tonka Workshop" PlaySet. Children were observed in order tostudy their behavior patterns and preferences concerning the newtoys. Data collected describes participants preferences, ergonomicsdifficulties, and software understanding. This initial researchsuggested that: (1) childrens gender was uncorrelated with theirinteraction or preferences; (2) childrens age was correlated withtheir ability to use and understand the software and playset; and(3) knowledge learned while using one playset transferred to thesecond playset. These results open the door for further researchinto gender issues, ergonomics, metaphor understanding,learnability, and the ability of young children to use andunderstand the physical and virtual worlds of the playsets.
Description Affiliation: University of Sussex and the SeeBeyond Technology Corporation (Egloff, Tammie Hutto)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 2
Issue Number 1
Page Count 1
Starting Page 13
Ending Page 13


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Source: ACM Digital Library