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Quest Atlantis as an alternative educational tool – Children’s voices on Quest Atlantis and a method for involving users in participatory design.
Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
2004 (English)Independent thesis Advanced level (degree of Master (One Year))Student thesisAlternative title
Quest Atlantis som ett alternativt utbildningsveerktug : Barnens röst om Quest Atlantis och en metod för att involvera användare i participatory design. (Swedish)
Abstract [en]

Alternative educational tools have been investigated, in form of a meta-game structure, a computer-based educational software (Quest Atlantis) which was used in an after-school environment within the frame of Fifth Dimension site in Ronneby. The study is based on field material from five sessions, each of two hours. A first focus in this thesis is on the extent to which such a virtual environment can be used for educational purposes, to which extent it can supplement the traditional educational system. A second focus is on how appropriate the software is to its educational purpose and how it can be improved by means of participatory design. The analysis of the data shows that computer games are a rich setting for human learning, in a more dynamic, active and involving manner than traditional education. In this particular case, we came to the conclusion how the software has to be improved in order to suite children’s computer skills and we came up with an original method for involving users in participatory design.

Abstract [sv]

Alternativa utbildningsverktyg har studerats, i form av en meta-spel struktyr, en databaserad utbildning software (Quest Atlantis), som har varit använt i en efterskola miljö, inom Fifth Dimension ramar, i Ronneby. Studiet baseras på fältmaterialet från fem sessioner, varje session på två timmar. En först fokuspunkt i det här arbetet koncentrerar sig på: till vilken mån en sådan virtuel miljö kan användas för utbildnigssyfte och kan supplimentera det traditionella utbildningssystemet. En andra fokupunkt koncentrerar sig på hur lämpligt mjukvara är för dess utbildningssyften och hur den kan förbättras med hjälp av participatory design. Analysen av data visar att dataspel är rika miljöer för mänsklig lärande, på ett mer dynamiskt, aktivt och involverande sätt än traditionell utbildning. I det här studiet har vi kommit fram till att hur man kan förbättra mjukvaran för att passa barnens datavana och vi har uppfunnit en original metod för att involvera användare i participatory design.

Place, publisher, year, edition, pages
2004. , p. 47
Keywords [en]
Alternative educational tools, participatory design, learning science, human cognition.
National Category
Computer Sciences Production Engineering, Human Work Science and Ergonomics
Identifiers
URN: urn:nbn:se:bth-1766Local ID: oai:bth.se:arkivex01A703DDAF207007C1256F0D003E5CEDOAI: oai:DiVA.org:bth-1766DiVA, id: diva2:829017
Uppsok
Technology
Supervisors
Note
This thesis has been conducted at the Department of Human Work Science, Media Technology and Humanities at Blekinge Institute of Technology in the fields of work science and computer science.Available from: 2015-05-11 Created: 2004-09-12 Last updated: 2018-01-11Bibliographically approved

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