Leveraging Card-Based Collaborative Activities as Culturally Situated Design Tools
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.
Keywordsculturally situated design tools games education mobile multitouch
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