Skip to main content

2014 | OriginalPaper | Buchkapitel

Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games

verfasst von : Eunkyoung Lee, Yasmin B. Kafai, Veena Vasudevan, Richard Lee Davis

Erschienen in: Playful User Interfaces

Verlag: Springer Singapore

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Most tools for making games have focused on-screen-based design and ignored the potentially rich space of tangible interface design. In this chapter, we discuss how middle school youth (ages 10–12 years) designed and built their own tangible game interfaces to set up a game arcade. We conducted two workshops in which students used the MaKey MaKey, a low-cost tangible interface construction kit, to build touch-sensitive game controllers using everyday conductive materials for games they remixed in Scratch. We address the following research questions: (1) What types of tangible interfaces do youth create for their games? (2) How do youth designers deal with the complexities of coordinating the design of tangible interfaces with online Scratch games? (3) What do young users have to say about their tangible interface designs? We found that youth designers mostly replicated common controller designs but varied in their attention to either functionality or esthetics. An unexpected finding was how these different approaches followed traditional gender lines, with girls more focused on esthetics and boys more focused on functionality. These findings might point toward different expectations and informal experiences that need to be taken into consideration when bringing tangible design activities into educational settings. During the arcade, the youths’ perspectives on their games and controllers changed as they observed other people playing their games. They expressed pride in their creations and saw ways to refine their designs in order to improve usability. In our discussion, we address how the inclusion of tangible interface design can extend game making activities for learning. Ultimately, we want youth to move beyond and experiment more with conventions, not just to increase their technological understanding and flexibility but also as a way to more critically approach the design of everyday things.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Antle AN (2007) The CTI framework: informing the design of tangible systems for children. In: Proceedings of the 1st international conference on Tangible and embedded interaction, ACM Press, Baton Rouge, pp 195–202 Antle AN (2007) The CTI framework: informing the design of tangible systems for children. In: Proceedings of the 1st international conference on Tangible and embedded interaction, ACM Press, Baton Rouge, pp 195–202
Zurück zum Zitat Bayliss P (2007) Notes toward a sense of embodied gameplay. Situated play. In: Proceedings of the digital games research association conference, Tokyo, Japan, pp 96–102 Bayliss P (2007) Notes toward a sense of embodied gameplay. Situated play. In: Proceedings of the digital games research association conference, Tokyo, Japan, pp 96–102
Zurück zum Zitat Buechley L, Hill BM (2010) LilyPad in the wild: How hardware’s long tail is supporting new engineering and design communities. In: Proceedings of the designing interactive systems (DIS), Aarhus, Denmark, pp 199–207 Buechley L, Hill BM (2010) LilyPad in the wild: How hardware’s long tail is supporting new engineering and design communities. In: Proceedings of the designing interactive systems (DIS), Aarhus, Denmark, pp 199–207
Zurück zum Zitat Burke Q, Kafai YB (in press). A decade of game-making for learning: from tools to communities. In Agius H, Angelides MC (eds) The handbook on digital games. Wiley, New York Burke Q, Kafai YB (in press). A decade of game-making for learning: from tools to communities. In Agius H, Angelides MC (eds) The handbook on digital games. Wiley, New York
Zurück zum Zitat Brennan K, Resnick M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the annual meeting of the American Educational Research Association, Vancouver, BC, Canada Brennan K, Resnick M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the annual meeting of the American Educational Research Association, Vancouver, BC, Canada
Zurück zum Zitat Collective BSM, Shaw D (2012) MaKey MaKey: Improvising tangible and nature-based user interfaces. In: Proceedings of the sixth international conference on tangible, embedded and embodied interaction, Kingston, ON, Canada. pp 367–370 Collective BSM, Shaw D (2012) MaKey MaKey: Improvising tangible and nature-based user interfaces. In: Proceedings of the sixth international conference on tangible, embedded and embodied interaction, Kingston, ON, Canada. pp 367–370
Zurück zum Zitat Davis RL, Kafai YB, Vasudevan V, Lee E. (2013). The education arcade: crafting, remixing, and playing with controllers for scratch games. In: Proceedings of the 12th international conference on interaction design and children. New York, United States Davis RL, Kafai YB, Vasudevan V, Lee E. (2013). The education arcade: crafting, remixing, and playing with controllers for scratch games. In: Proceedings of the 12th international conference on interaction design and children. New York, United States
Zurück zum Zitat Denner J, Werner L, Bean S, Campe S (2008) The girls creating games program: Strategies for engaging middle school girls in information technology. Front J Women’s Stud 26(1):90–98CrossRef Denner J, Werner L, Bean S, Campe S (2008) The girls creating games program: Strategies for engaging middle school girls in information technology. Front J Women’s Stud 26(1):90–98CrossRef
Zurück zum Zitat DiSalvo B, Bruckman A (2011) From interests to values. Commun ACM 54(8):27–29CrossRef DiSalvo B, Bruckman A (2011) From interests to values. Commun ACM 54(8):27–29CrossRef
Zurück zum Zitat Fowler A, Cusack B (2011) Kodu game lab: improving the motivation for learning programming concepts. In Proceedings of the 6th international conference on foundations of digital games, Bordeaux, France, pp 238–240 Fowler A, Cusack B (2011) Kodu game lab: improving the motivation for learning programming concepts. In Proceedings of the 6th international conference on foundations of digital games, Bordeaux, France, pp 238–240
Zurück zum Zitat Gee J (2003) What video games have to teach us about learning and literacy. Palgrave Macmillan, New YorkCrossRef Gee J (2003) What video games have to teach us about learning and literacy. Palgrave Macmillan, New YorkCrossRef
Zurück zum Zitat Hayes ER, Games IA (2008) Making computer games and design thinking: a review of current software and strategies. Game Cult 3(4):309–322CrossRef Hayes ER, Games IA (2008) Making computer games and design thinking: a review of current software and strategies. Game Cult 3(4):309–322CrossRef
Zurück zum Zitat Horn MS, Crouser RJ, Bers MU (2012) Tangible interaction and learning: the case for a hybrid approach. Pers Ubiquit Comput 16(4):379–389CrossRef Horn MS, Crouser RJ, Bers MU (2012) Tangible interaction and learning: the case for a hybrid approach. Pers Ubiquit Comput 16(4):379–389CrossRef
Zurück zum Zitat Kafai YB (1995) Minds in play: computer game design as a context for children’s learning. Lawrence Erlbaum, New Jersey Kafai YB (1995) Minds in play: computer game design as a context for children’s learning. Lawrence Erlbaum, New Jersey
Zurück zum Zitat Kafai YB, Burke Q, Mote C (2012) What makes competitions fun to participate?: the role of audience for middle school game designers. In: Proceedings of the 11th international conference on interaction design and children, Bremen, Germany, pp 284–287 Kafai YB, Burke Q, Mote C (2012) What makes competitions fun to participate?: the role of audience for middle school game designers. In: Proceedings of the 11th international conference on interaction design and children, Bremen, Germany, pp 284–287
Zurück zum Zitat Kafai YB, Peppler K (2011) Youth, technology, and DIY: developing participatory competencies in creative media production. Rev Res Educ 35:89–119CrossRef Kafai YB, Peppler K (2011) Youth, technology, and DIY: developing participatory competencies in creative media production. Rev Res Educ 35:89–119CrossRef
Zurück zum Zitat MacLaurin M (2009) Kodu: end-user programming and design for games. In: Proceedings of the 4th international conference on foundations of digital games, 2 Port Canaveral, FL, USA MacLaurin M (2009) Kodu: end-user programming and design for games. In: Proceedings of the 4th international conference on foundations of digital games, 2 Port Canaveral, FL, USA
Zurück zum Zitat Manseur R (2000) Hardware competitions in engineering education. In: Proceedings of the 30th annual frontiers in education, FIE, p F3C/5–F3C/8 Manseur R (2000) Hardware competitions in engineering education. In: Proceedings of the 30th annual frontiers in education, FIE, p F3C/5–F3C/8
Zurück zum Zitat Martin FG, Roehr KE (2010) A general education course in tangible interaction design. In: Proceedings of the fourth international conference on tangible, embedded, and embodied, and embodied interaction, Cambridge, Massachusetts, USA, pp 185–188 Martin FG, Roehr KE (2010) A general education course in tangible interaction design. In: Proceedings of the fourth international conference on tangible, embedded, and embodied, and embodied interaction, Cambridge, Massachusetts, USA, pp 185–188
Zurück zum Zitat Marshall P (2007) Do tangible interfaces enhance learning? In: Proceedings of the 1st international conference on Tangible and embedded interaction, Baton Rouge, Louisiana, USA, 15–17 Feb 2007 Marshall P (2007) Do tangible interfaces enhance learning? In: Proceedings of the 1st international conference on Tangible and embedded interaction, Baton Rouge, Louisiana, USA, 15–17 Feb 2007
Zurück zum Zitat Marshall P, Price S, Rogers Y (2003) Conceptualising tangibles to support learning. In: Proceedings of the interaction design and children, ACM Press, Preston, pp 101–109 Marshall P, Price S, Rogers Y (2003) Conceptualising tangibles to support learning. In: Proceedings of the interaction design and children, ACM Press, Preston, pp 101–109
Zurück zum Zitat Millner A (2010) Computers as Chalk: Cultivating and Sustaining Communities of Youth as Designers of Tangible User Interfaces. Unpublished Doctoral Dissertation. Massachusetts Institute of Technology, Cambridge Millner A (2010) Computers as Chalk: Cultivating and Sustaining Communities of Youth as Designers of Tangible User Interfaces. Unpublished Doctoral Dissertation. Massachusetts Institute of Technology, Cambridge
Zurück zum Zitat Papert S (1980) Mindstorms: children, computers, and powerful ideas. Basic Books, New York Papert S (1980) Mindstorms: children, computers, and powerful ideas. Basic Books, New York
Zurück zum Zitat Peppler K, Kafai YB (2010) Gaming fluencies: pathways into a participatory culture in a community design studio. Int J Learn Media 1(4):1–14 Peppler K, Kafai YB (2010) Gaming fluencies: pathways into a participatory culture in a community design studio. Int J Learn Media 1(4):1–14
Zurück zum Zitat Repenning A, Webb D, Ioannidou A (2010) Scalable game design and the development of a checklist for getting computational thinking into public schools. In: Proceedings of the 41st ACM technical symposium on computer science education, Milwaukee, WI, USA, pp 265–269 Repenning A, Webb D, Ioannidou A (2010) Scalable game design and the development of a checklist for getting computational thinking into public schools. In: Proceedings of the 41st ACM technical symposium on computer science education, Milwaukee, WI, USA, pp 265–269
Zurück zum Zitat Silver J, Rosenbaum E, Shaw D (2012) Makey Makey improvising tangible and nature-based user interfaces. In: Proceedings of the ACM tangible embedded and embodied interaction, Kingston, Ontario, Canada, pp 367–370 Silver J, Rosenbaum E, Shaw D (2012) Makey Makey improvising tangible and nature-based user interfaces. In: Proceedings of the ACM tangible embedded and embodied interaction, Kingston, Ontario, Canada, pp 367–370
Zurück zum Zitat Squire K (2010) Video games and learning: teaching and participatory culture in the digital age. Teachers College Press, New York Squire K (2010) Video games and learning: teaching and participatory culture in the digital age. Teachers College Press, New York
Zurück zum Zitat Vasudevan V, Kafai YB, Lee E, Davis RL (2013) Joystick designs: middle school youth crafting controllers for scratch games. In: Proceedings of games, learning, and society 9.0, Madison, WI, USA Vasudevan V, Kafai YB, Lee E, Davis RL (2013) Joystick designs: middle school youth crafting controllers for scratch games. In: Proceedings of games, learning, and society 9.0, Madison, WI, USA
Zurück zum Zitat Zagal JP, Bruckman AS (2005) From samba schools to computer clubhouses: cultural institutions as learning environments. Convergence 11(1):88–105CrossRef Zagal JP, Bruckman AS (2005) From samba schools to computer clubhouses: cultural institutions as learning environments. Convergence 11(1):88–105CrossRef
Metadaten
Titel
Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games
verfasst von
Eunkyoung Lee
Yasmin B. Kafai
Veena Vasudevan
Richard Lee Davis
Copyright-Jahr
2014
Verlag
Springer Singapore
DOI
https://doi.org/10.1007/978-981-4560-96-2_13