2017
Wise, Alyssa Friend, Antle, Alissa Nicole, Warren, Jillian L.
Explanation-Giving in a Collaborative Tangible Tabletop Game: Initiation, Positionality, Valence, and Action-Orientation Proceedings Article
In: International Conference on Computer Supported Collaborative Learning, Philadelphia, PA: International Society of the Learning Sciences., 2017.
Abstract | Links | BibTeX | Tags: youtopia
@inproceedings{wise2017explanation,
title = {Explanation-Giving in a Collaborative Tangible Tabletop Game: Initiation, Positionality, Valence, and Action-Orientation},
author = {Alyssa Friend Wise and Alissa Nicole Antle and Jillian L. Warren},
url = {https://repository.isls.org/handle/1/267},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
booktitle = {International Conference on Computer Supported Collaborative Learning},
publisher = {Philadelphia, PA: International Society of the Learning Sciences.},
abstract = {Explanations given to each other by 20 pairs of 5th grade children while playing a tangible tabletop sustainability game were analyzed inductively for key themes relating to their use of language, gesture and system tools. Half the pairs had been assigned roles (human development or natural resources manager) with associated system controls. Findings showed that explanations by pairs in both conditions often employed collectivist language (“we”) in conjunction with positive reflections on the game-world state using the provided Impact Tool which gave feedback while system was paused. Pairs in the roles condition also gave explanations in response to partner actions and more frequently included negative and action-oriented prospective language about what should be changed moving forward. Roles pairs additionally used questions to seek confirmation or action from their partner and made comments from the perspective of the inhabitants of the fictional world. Implications for the research and design of collaborative tabletop learning systems are discussed.},
keywords = {youtopia},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Antle, Alissa N., Warren, Jillian L., May, Aaron, Fan, Min, Wise, Alyssa F.
Emergent Dialogue: Eliciting Values during Children's Collaboration with a Tabletop Game for Change Proceedings Article
In: Proceedings of the 2014 Conference on Interaction Design and Children, pp. 37–46, Association for Computing Machinery, Aarhus, Denmark, 2014, ISBN: 9781450322720.
Abstract | Links | BibTeX | Tags: children., Collaboration, digital tabletop, games for change, multitouch interaction, sustainability, tangible computing, youtopia
@inproceedings{10.1145/2593968.2593971,
title = {Emergent Dialogue: Eliciting Values during Children's Collaboration with a Tabletop Game for Change},
author = {Alissa N. Antle and Jillian L. Warren and Aaron May and Min Fan and Alyssa F. Wise},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2593968.2593971},
doi = {10.1145/2593968.2593971},
isbn = {9781450322720},
year = {2014},
date = {2014-01-01},
urldate = {2014-01-01},
booktitle = {Proceedings of the 2014 Conference on Interaction Design and Children},
pages = {37–46},
publisher = {Association for Computing Machinery},
address = {Aarhus, Denmark},
series = {IDC '14},
abstract = {Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts will result in behavior change around social issues. There is little evidence that this approach works. We propose a model of game play, called Emergent Dialogue, which encourages children to discuss their values during interaction with factual information in a G4C. We summarize a set of guidelines based on our Emergent Dialogue model and apply them to the design of Youtopia, a tangible, tabletop learning game about sustainability. Our goal was to create a game that provided opportunities for children to express and discuss their values around sustainable development tradeoffs during game play. We evaluate our design using video, survey and questionnaire data. Our results provide evidence that our model and design guidelines are effective for supporting valuebased dialogue during collaborative game play.},
keywords = {children., Collaboration, digital tabletop, games for change, multitouch interaction, sustainability, tangible computing, youtopia},
pubstate = {published},
tppubtype = {inproceedings}
}