• DocumentCode
    3656365
  • Title

    Make and Play: Card Games as Tangible and Playable Knowledge Representation Boundary Objects

  • Author

    Andrea Valente;Emanuela Marchetti

  • Author_Institution
    Maersk Mc-Kinney Moller Inst., Univ. of Southern Denmark, Odense, Denmark
  • fYear
    2015
  • fDate
    7/1/2015 12:00:00 AM
  • Firstpage
    137
  • Lastpage
    141
  • Abstract
    Having worked with transposition of domain knowledge in digital and card games, we propose a novel approach for enabling groups of primary school pupils to express their shared understanding of a topic, the group can represent their knowledge by creating a trading card game (with custom cards and rules) instead of using diagrammatical formalisms. A kit and a special design method have been devised to simplify the creation of card games, bringing the task in within the capabilities of pupils. The process of designing card games represents in itself a form of group reflection in action. The resulting card games serve as boundary objects among learners and instructors (or other participating adults, in informal contexts). The games reify the group knowledge, making it tangible and playable: each of these games can be seen as a simulation or a presentation of knowledge, for the benefit of new learners or for assessment. Studies are currently being conducted to investigate the full potential our new knowledge, and how to improve our kit further.
  • Keywords
    "Games","Reflection","Unified modeling language","Conferences","Knowledge representation","Context","Visualization"
  • Publisher
    ieee
  • Conference_Titel
    Advanced Learning Technologies (ICALT), 2015 IEEE 15th International Conference on
  • Type

    conf

  • DOI
    10.1109/ICALT.2015.31
  • Filename
    7265287