Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3419249.3420118acmotherconferencesArticle/Chapter ViewAbstractPublication PagesnordichiConference Proceedingsconference-collections
research-article

Evaluating Co-located Games as a Mediator for Children’s Collaborative Interaction

Published: 26 October 2020 Publication History

Abstract

In this paper, we investigate different types of collaborative interaction that children in special education may engage in when playing co-located collaborative games. The work used a qualitative approach for studying three different games (2 digital, 1 boardgame) to understand how they provide opportunities for collaborative interaction to children (aged 12 years) in special education. To analyse the gameplay sessions, we used the three levels of collaborative interaction from Activity Theory (AT) as a frame of reference, and we combined this model with gameplay design patterns (GDPs) to express and encode the differences in collaborative interaction between and within the playtests. An important finding is that children do indeed display different levels of collaborative interaction. Furthermore, our paper demonstrates how the three levels of collaborative interaction as defined in AT combined with GDPs can be used to analyse and describe collaborative gameplay actions between children in special education, and it provides insight in a number of gameplay design elements that may support the occurrence of higher levels of collaborative interaction.

References

[1]
Katerina Ananiadou and Magdalean Claro. 2009. 21st Century Skills and Competences for New Millennium Learners in OECD Countries. 41 (2009). https://doi.org/10.1787/218525261154
[2]
Michael Baker. 2015. Collaboration in collaborative learning. Coordination, Collaboration and Cooperation 16, 3 (Dec. 2015), 451–473. https://doi.org/10.1075/is.16.3.05bak
[3]
Jakob Bardram. 1998. Collaboratior, Coordination, and Computer Support: An Activity Theoretical Approach to the Design of Computer Supported Cooperative Work. Aarhus University.
[4]
Wolmet Barendregt, Peter Börjesson, Eva Eriksson, and Olof Torgersson. 2017. StringForce: A Forced Collaborative Interaction Game for Special Education. In Proceedings of the 2017 Conference on Interaction Design and Children (Stanford, California, USA) (IDC ’17). ACM, New York, NY, USA, 713–716. https://doi.org/10.1145/3078072.3091987
[5]
Gökçe Elif Baykal, Eva Eriksson, Staffan Björk, and Olof Torgersson. 2019. Using Gameplay Design Patterns to Support Children’s Collaborative Interactions for Learning. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI EA ’19). ACM, New York, NY, USA, Article LBW0168, 6 pages. https://doi.org/10.1145/3290607.3312889
[6]
Gökçe Elif Baykal, Maarten Van Mechelen, and Eva Eriksson. 2020. Collaborative Technologies for Children with Special Needs: A Systematic Literature Review. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). ACM, New York, NY, USA. https://doi.org/10.1145/3313831.3376291
[7]
Karl Bergström, Staffan Björk, and Sus Lundgren. 2010. Exploring Aesthetical Gameplay Design Patterns: Camaraderie in Four Games. In Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments (Tampere, Finland) (MindTrek ’10). ACM, New York, NY, USA, 17–24. https://doi.org/10.1145/1930488.1930493
[8]
Arpita Bhattacharya, Mirko Gelsomini, Patricia Pérez-Fuster, Gregory D. Abowd, and Agata Rozga. 2015. Designing Motion-based Activities to Engage Students with Autism in Classroom Settings. In Proceedings of the 14th International Conference on Interaction Design and Children (Boston, Massachusetts) (IDC ’15). ACM, New York, NY, USA, 69–78. https://doi.org/10.1145/2771839.2771847
[9]
Staffan Björk and Jussi Holopainen. 2005. Patterns In game design. Hingham: Charles River Media.
[10]
Boardgame geek 2019. Forbidden Island. Retrieved Sept 13, 2019 from https://boardgamegeek.com/boardgame/65244/forbidden-island
[11]
Susanne Bødker. 1995. Applying Activity Theory to Video Analysis: How to Make Sense of Video Data in Human-Computer Interaction. Massachusetts Institute of Technology, USA, 147–174.
[12]
Susanne Bødker and Clemens Nylandsted Klokmose. 2011. The Human–Artifact Model: An Activity Theoretical Approach to Artifact Ecologies. Human–Computer Interaction 26, 4 (Dec. 2011), 315–371. https://doi.org/10.1080/07370024.2011.626709
[13]
Louanne E. Boyd, Kathryn E. Ringland, Oliver L. Haimson, Helen Fernandez, Maria Bistarkey, and Gillian R. Hayes. 2015. Evaluating a Collaborative iPad Game’s Impact on Social Relationships for Children with Autism Spectrum Disorder. ACM Trans. Access. Comput. 7, 1, Article 3 (June 2015), 18 pages. https://doi.org/10.1145/2751564
[14]
Katharina Emmerich and Maic Masuch. 2017. The Impact of Game Patterns on Player Experience and Social Interaction in Co-Located Multiplayer Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Amsterdam, The Netherlands) (CHI PLAY ’17). ACM, New York, NY, USA, 411–422. https://doi.org/10.1145/3116595.3116606
[15]
Yrjö Engeström. 1987. Learning by expanding: An activity-theoretical approach to developmental research. Helsinki: Orienta-Konsultit.
[16]
Yrjö Engeström. 2001. Expansive learning at work: Toward an activity theoretical reconceptualization. Journal of education and work 14, 1 (2001), 133–156. https://doi.org/10.1080/13639080020028747
[17]
Yrjö Engeström, Katherine Brown, L. Carol Christopher, and Judith Gregory. 1997. Coordination, Cooperation, and Communication in the Courts: Expansive Transitions in Legal Work. In Mind, Culture, and Activity. Seminal Papers from the Laboratory of Comparative Human Cognition, Michael Cole, Yrjo Engeström, and Olga A. Vasquez (Eds.). Cambridge University Press, Chapter 28, 369–388. http://www.cambridge.org/us/catalogue/catalogue.asp?isbn=0521558239
[18]
Eva Eriksson, Gökçe Elif Baykal, Staffan Björk, and Olof Torgersson. 2019. Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (Boise, ID, USA) (IDC ’19). ACM, New York, NY, USA, 15–25. https://doi.org/10.1145/3311927.3323155
[19]
Taciana Pontual Falcão and Sara Price. 2010. Interfering and resolving: How tabletop interaction facilitates co-construction of argumentative knowledge. International Journal of Computer-Supported Collaborative Learning 6, 4 (Dec. 2010), 539–559. https://doi.org/10.1007/s11412-010-9101-9
[20]
Rowanne Fleck, Yvonne Rogers, Nicola Yuill, Paul Marshall, Amanda Carr, Jochen Rick, and Victoria Bonnett. 2009. Actions Speak Loudly with Words: Unpacking Collaboration Around the Table. In Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces(Banff, Alberta, Canada) (ITS ’09). ACM, New York, NY, USA, 189–196. https://doi.org/10.1145/1731903.1731939
[21]
Leonardo Giusti, Massimo Zancanaro, Eynat Gal, and Patrice L. (Tamar) Weiss. 2011. Dimensions of Collaboration on a Tabletop Interface for Children with Autism Spectrum Disorder. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI ’11). ACM, New York, NY, USA, 3295–3304. https://doi.org/10.1145/1978942.1979431
[22]
GPdP 2019. Gameplay Design Patterns Collection. Retrieved Jan 03, 2019 from http://www.gameplaydesignpatterns.org/
[23]
John Harris and Mark Hancock. 2019. To Asymmetry and Beyond!: Improving Social Connectedness by Increasing Designed Interdependence in Cooperative Play. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). ACM, New York, NY, USA, Article 9, 12 pages. https://doi.org/10.1145/3290605.3300239
[24]
Juan Pablo Hourcade, Natasha E. Bullock-Rest, and Thomas E. Hansen. 2012. Multitouch Tablet Applications and Activities to Enhance the Social Skills of Children with Autism Spectrum Disorders. Personal Ubiquitous Comput. 16, 2 (Feb. 2012), 157–168. https://doi.org/10.1007/s00779-011-0383-3
[25]
Victor Kaptelinin and Bonnie A. Nardi. 1997. Activity Theory: Basic Concepts and Applications. In CHI ’97 Extended Abstracts on Human Factors in Computing Systems (Atlanta, Georgia) (CHI EA ’97). Association for Computing Machinery, New York, NY, USA, 158–159. https://doi.org/10.1145/1120212.1120321
[26]
Victor Kaptelinin and Bonnie A. Nardi. 2009. Acting with Technology: Activity Theory and Interaction Design. The MIT Press.
[27]
David Mitchell. 2014. What Really Works - In special and inclusive education, 2nd edn. Routledge, UK.
[28]
Alan Pritchard. 2010. Psychology for the Classroom: Constructivism and Social Learning. Routledge.
[29]
Alan Pritchard and Johan Wollard. 2013. Psychology for the Classroom: Constructivism and Social Learning. Routledge.
[30]
Christian Reuter, Viktor Wendel, Stefan Göbel, and Ralf Steinmetz. 2014. Game Design Patterns for Collaborative Player Interactions. In DiGRA.
[31]
José Bernardo Rocha, Samuel Mascarenhas, and Rui Prada. 2008. Game Mechanics for Cooperative Games.
[32]
Jeremy Roschelle and Stephanie D. Teasley. 1995. The Construction of Shared Knowledge in Collaborative Problem Solving. In Computer Supported Collaborative Learning. Springer Berlin Heidelberg, 69–97. https://doi.org/10.1007/978-3-642-85098-1_5
[33]
Magy Seif El-Nasr, Bardia Aghabeigi, David Milam, Mona Erfani, Beth Lameman, Hamid Maygoli, and Sang Mah. 2010. Understanding and Evaluating Cooperative Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, USA) (CHI ’10). Association for Computing Machinery, New York, NY, USA, 253–262. https://doi.org/10.1145/1753326.1753363
[34]
Mike Tissenbaum, Matthew Berland, and Leilah Lyons. 2017. DCLM framework: understanding collaboration in open-ended tabletop learning environments. International Journal of Computer-Supported Collaborative Learning 12, 1 (March 2017), 35–64. https://doi.org/10.1007/s11412-017-9249-7
[35]
Armin Weinberger and Frank Fischer. 2006. A Framework to Analyze Argumentative Knowledge Construction in Computer-supported Collaborative Learning. Comput. Educ. 46, 1 (Jan. 2006), 71–95. https://doi.org/10.1016/j.compedu.2005.04.003
[36]
José P. Zagal, Jochen Rick, and Idris Hsi. 2006. Collaborative games: Lessons learned from board games. Simulation & Gaming 37, 1 (March 2006), 24–40. https://doi.org/10.1177/1046878105282279

Cited By

View all
  • (2022)Quadropong - Conditions for Mediating Collaborative Interaction in a Co-located Collaborative Digital Game using Multi-Display CompositionAdjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference10.1145/3547522.3547721(1-2)Online publication date: 8-Oct-2022
  • (2021)The CoCe Design SpaceProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462023(718-733)Online publication date: 28-Jun-2021

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society
October 2020
1177 pages
ISBN:9781450375795
DOI:10.1145/3419249
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 October 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Collaboration
  2. cooperation
  3. coordination
  4. evaluation.
  5. game design
  6. reflective communication
  7. special education

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

NordiCHI '20
NordiCHI '20: Shaping Experiences, Shaping Society
October 25 - 29, 2020
Tallinn, Estonia

Acceptance Rates

NordiCHI '20 Paper Acceptance Rate 89 of 399 submissions, 22%;
Overall Acceptance Rate 379 of 1,572 submissions, 24%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)18
  • Downloads (Last 6 weeks)2
Reflects downloads up to 14 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2022)Quadropong - Conditions for Mediating Collaborative Interaction in a Co-located Collaborative Digital Game using Multi-Display CompositionAdjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference10.1145/3547522.3547721(1-2)Online publication date: 8-Oct-2022
  • (2021)The CoCe Design SpaceProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462023(718-733)Online publication date: 28-Jun-2021

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media