Abstract
This paper describes how fun can be used to maximize the learning potential of smart toys using tangible interfaces. Based on the purpose of fun, three orthogonal core sources of fun, accomplishment, discovery and bonding, are presented and linked to child development. This link is illustrated with two examples of tangible electronic games.
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Publication Info
- Year
- 2007
- Type
- article
- Pages
- 119-123
- Citations
- 35
- Access
- Closed
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Identifiers
- DOI
- 10.1109/digitel.2007.26