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.

Keywords

Human–computer interactionComputer scienceMultimediaCore (optical fiber)Telecommunications

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Publication Info

Year
2007
Type
article
Pages
119-123
Citations
35
Access
Closed

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35
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Cite This

Willem Fontijn, Jettie Hoonhout (2007). Functional Fun with Tangible User Interfaces. , 119-123. https://doi.org/10.1109/digitel.2007.26

Identifiers

DOI
10.1109/digitel.2007.26