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Mobile Games for Children

datacite.subject.fosCiências Naturais::Ciências da Computação e da Informação
datacite.subject.fosEngenharia e Tecnologia::Outras Engenharias e Tecnologias
datacite.subject.sdg04:Educação de Qualidade
dc.contributor.authorMartins, Sílvia
dc.contributor.authorSilva, Catarina
dc.contributor.authorMarcelino, Luís
dc.date.accessioned2026-06-30T15:33:18Z
dc.date.available2026-06-30T15:33:18Z
dc.date.issued2014-04
dc.descriptionEISBN - 9783319059488
dc.descriptionConference name - 2014 World Conference on Information Systems and Technologies, WorldCIST 2014; Conference date - 15 April 2014 - 18 April 2014; Conference code - 104563
dc.descriptionLink para o documento - https://www.researchgate.net/publication/286699156_Mobile_Games_for_Children
dc.descriptionMartins, Sílvia - Scopus ID: 56115403400
dc.description.abstractThis 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.eng
dc.description.sponsorshipThis work would not have been possible without the collaboration of Jardim Infantil de Ourém and we present our acknowledgements, namely to the President Dr. Paiva, Pedagogical Coordinator Dr. Paula Neto and Educator Sylvia Castanheira. To all the parents of the children, we also thank the availability and the participation of their children. Finally, of course, the children who cooperated in the best way, with their so characteristic simplicity and curiosity.
dc.identifier.citationMartins, S., Silva, C., Marcelino, L. (2014). Mobile Games for Children. In: Rocha, Á., Correia, A., Tan, F., Stroetmann, K. (eds) New Perspectives in Information Systems and Technologies, Volume 2. Advances in Intelligent Systems and Computing, vol 276. Springer, Cham. https://doi.org/10.1007/978-3-319-05948-8_44.
dc.identifier.doi10.1007/978-3-319-05948-8_44
dc.identifier.eissn2194-5365
dc.identifier.isbn9783319059471
dc.identifier.isbn9783319059488
dc.identifier.issn2194-5357
dc.identifier.urihttp://hdl.handle.net/10400.8/16507
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer Nature
dc.relation.hasversionhttps://link.springer.com/chapter/10.1007/978-3-319-05948-8_44
dc.relation.ispartofAdvances in Intelligent Systems and Computing
dc.relation.ispartofNew Perspectives in Information Systems and Technologies, Volume 2
dc.rights.uriN/A
dc.subjectMobile platforms
dc.subjectlearning
dc.subjectchildren
dc.subjectgames
dc.titleMobile Games for Childreneng
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferenceDate2014-04
oaire.citation.conferencePlaceFunchal, Madeira Island, Portugal
oaire.citation.endPage464
oaire.citation.startPage455
oaire.citation.titleAdvances in Intelligent Systems and Computing
oaire.citation.volume276
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameSilva
person.familyNameMarcelino
person.givenNameCatarina
person.givenNameLuis
person.identifier.ciencia-id1B19-3DDC-BE75
person.identifier.orcid0000-0002-5656-0061
person.identifier.orcid0000-0001-6866-4370
relation.isAuthorOfPublicationee28e079-5ca7-4842-9094-372c40f75c38
relation.isAuthorOfPublication9249edc3-50d7-4c68-960a-372e6a5d38c6
relation.isAuthorOfPublication.latestForDiscoveryee28e079-5ca7-4842-9094-372c40f75c38

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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.
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