N.29, Summer 2016
Table of Contents
Focus section on: 'Player and Learner eXperience'
by Rosella Gennari, Monica Divitini, Gabriella Dodero
pp. 3 - 5, download
Alessandra Talamo, Annamaria Recupero, Barbara Mellini, Stefano Ventura
Teachers as designers of GBL scenarios: fostering creativity in the educational settings, pp. 10 - 23,
Cathy Tran, Ole Smørdal, AnneMarie Conley
The Interaction between Design Features and Learners’ Goals: A Case Study of a Science Museum Game, pp. 24 - 51,
Charlotte Lærke Weitze
Designing for Learning and Play - The Smiley Model as a Framework, pp. 52 - 75,
F. Pozzi, D. Persico, C. Collazos, F. Dagnino, J. L. Jurado
Gamifying teacher professional development: an experience with collaborative learning design, pp. 76 - 92,
Focus Section on 'Experiences of Technology Appropriation: Unanticipated Users, Usage, Circumstances, and Design'
by Alina Krischkowsky, Nervo Verdezoto, Manfred Tscheligi, Michael Muller
pp. 95 - 98, download
Jan Derboven, David Geerts, and Dirk De Grooff
The Tactics of Everyday Practice: A Semiotic Approach to Appropriation, pp. 99 - 120,
Elisabeth T. Kersten - van Dijk, and Wijnand A. IJsselsteijn
Design Beyond the Numbers: Sharing, Comparing, Storytelling and the Need for a Quantified Us, pp. 121 - 135,
Leena Ventä-Olkkonen, Netta Iivari, Arto Lanamäki, Marko Jurmu, Hannu Kukka, and Kari Kuutti
People lining up to use a cool new gadget in the city? Surprise and variety in technology appropriation of multipurpose public displays, pp. 136 - 158,