Mobile Games for Children

Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 276)


This article presents a study on the use of educational games on mobile platforms, with touch screen, for children with ages between 2 and 3 years-old. The evaluation of the use of the games is based on the PLU model that proposes a three vector approach: Play, Learner and User Requirements. Hence, a set of paradigmatic games was selected that fulfil those three vectors defining the model. Experiments were carried out including the observation of the interaction of children during the use of selected games. The results show that the use of mobile technologies is extremely well accepted by children, and it was possible to reach a set of meaningful and relevant conclusions concerning the relationship between play / learning / user.


Mobile platforms learning children games 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Wolock, E., Orr, A.: Child development 101 for developers of interactive media. Active Learning Associates (2006)Google Scholar
  2. 2.
    Markopoulos, P., Read, J., MacFarlane, S., Hoysniemi, J.: Evaluating Children’s Interactive Products: Principles and Practices for Interaction Designers. Morgan Kaufmann (2008)Google Scholar
  3. 3.
    McKnight, L., Read, J.: Plu-e: a proposed framework for planning and conducting evaluation studies with children. In: 25th BCS Conference on HCI, pp. 126–131. ACM (2011)Google Scholar
  4. 4.
    Michael Cohen Group LLC. Young children, apps & iPad, U.S. Department of Education Ready to Learn Program (2012)Google Scholar
  5. 5.
    Read, J.C., Bekker, M.M.: The Nature of Child Computer Interaction. In: Proceedings of British HCI 2011. British Computer Society, Northumbria (2011)Google Scholar
  6. 6.
    Kremer, K.E.: Conducting game user experience research with preschoolers, Austin, Texas, USA (May 2012)Google Scholar
  7. 7.
    Straker, L., Pollock, C., Maslen, B.: Principles for the wise use of computers by children. Ergonomics 52(11), 1386–1401 (2009)CrossRefGoogle Scholar
  8. 8.
    Agudo, J., Sánchez, H., Rico, M.: Playing games on the screen: Adapting mouse interaction at early ages. In: IEEE Int. Conf. on Advanced Learning Technologies, pp. 493–497 (2010)Google Scholar
  9. 9.
    Couse, L., Chen, D.: A Tablet Computer for Young Children? Exploring Its Viability for Early Childhood Education. JRTE | 43(1), 75–98 (2010)Google Scholar
  10. 10.
    Beyers, N.: A Five Dimensional Model for Educating the Net Generation. Educational Technology & Society 12(4), 218–227 (2009)Google Scholar
  11. 11.
    Lieberman, D., Fisk, M., Biely, E.: Digital Games for Young Children Ages Three to Six: From Research to Design. Computers in the Schools 26(4), 299–313 (2009)CrossRefGoogle Scholar
  12. 12.
    Geist, E.: Qualitative Examination of Two Year-Olds Interaction With Tablet Based Interactive Technology. Journal of Instructional Psychology 39(1), 26–35 (2012)MathSciNetGoogle Scholar
  13. 13.
    Pohradský, P., Londák, J., Cacikova, M.: Application of ICT in Pre-school Education. In: 52nd International Symposium ELMAR, pp. 159–162 (2010)Google Scholar
  14. 14.
    Barendregt, W.: Evaluating fun and usability in computer games with children. PhD Thesis, Technical University of Eindhoven (2006)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Sílvia Martins
    • 1
  • Catarina Silva
    • 1
  • Luís Marcelino
    • 1
  1. 1.Escola de Tecnologia e GestãoInstituto Politécnico de LeiriaLeiriaPortugal

Personalised recommendations