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- research-articleOctober 2017
Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications
- Amelia W. Cole,
- Denise T. Quesnel,
- Serkan Pekçetin,
- Diane Gromala,
- Heather O'Brien,
- Alissa N. Antle,
- Bernhard E. Riecke
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayPages 73–85https://doi.org/10.1145/3130859.3131433Sisu is a gamified learning application designed to assist school-aged children who are struggling to read. Sisu utilizes readily-available technology to promote learning at home, with unique elements tied to the learning experience: (1) a spelling game ...
- research-articleMay 2017Honorable Mention
Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing SystemsPages 1805–1816https://doi.org/10.1145/3025453.3026048Tangibles may be effective for reading applications. Letters can be represented as 3D physical objects. Words are spatially organized collections of letters. We explore how tangibility impacts reading and spelling acquisition for young Anglophone ...