Leveraging card-based collaborative activities as culturally situated design tools

3Citations
Citations of this article
17Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

This paper describes two examples of virtual card games serving as Culturally Situated Design Tools (CSDTs) for young people. CSDTs have promise in helping people to learn by connecting principles from computing with aspects of their heritage or gender. The development and deployment of card games on two cutting-edge platforms (mobile devices and multitouch tables) revealed novel ways to display information to users and important lessons for deploying them to young people. © 2011 Springer-Verlag.

Cite

CITATION STYLE

APA

McCrickard, D. S., Townsend, D. M., Winchester, W. W., & Barnes, T. (2011). Leveraging card-based collaborative activities as culturally situated design tools. In Communications in Computer and Information Science (Vol. 173 CCIS, pp. 232–236). https://doi.org/10.1007/978-3-642-22098-2_47

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free