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Comparing canonical and digital-based narrative activities in a formal educational setting

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Comparing canonical and digital-based narrative activities in a formal educational setting. / Rubegni, E.; Paolini, P.
IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children. ACM, 2010. p. 258-261.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Rubegni, E & Paolini, P 2010, Comparing canonical and digital-based narrative activities in a formal educational setting. in IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children. ACM, pp. 258-261. https://doi.org/10.1145/1810543.1810585

APA

Rubegni, E., & Paolini, P. (2010). Comparing canonical and digital-based narrative activities in a formal educational setting. In IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children (pp. 258-261). ACM. https://doi.org/10.1145/1810543.1810585

Vancouver

Rubegni E, Paolini P. Comparing canonical and digital-based narrative activities in a formal educational setting. In IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children. ACM. 2010. p. 258-261 doi: 10.1145/1810543.1810585

Author

Rubegni, E. ; Paolini, P. / Comparing canonical and digital-based narrative activities in a formal educational setting. IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children. ACM, 2010. pp. 258-261

Bibtex

@inproceedings{c9f02ef5dc1a4f04920cdcfb69a527bd,
title = "Comparing canonical and digital-based narrative activities in a formal educational setting",
abstract = "This paper is about assessing how and under which conditions digital technology interactions and activities can enhance socio-cognitive abilities in children. We address this issue through a comparison between canonical and digital-based narrative activities in a formal educational setting. The paper is based upon a case study carried on in a primary school in Lugano (CH), where children develop educational narratives in both traditional and digital-assisted formats. Three are the main issues addressed: Valorization and enhancement of different capabilities, Socialization and attitude change, Pupils collaboration strategies. Copyright 2010 ACM.",
keywords = "Digital storytelling, Educational applications, Elearning, Interaction design, Attitude change, Cognitive ability, Digital technologies, Educational Applications, Educational settings, Primary schools, Design, Education",
author = "E. Rubegni and P. Paolini",
year = "2010",
doi = "10.1145/1810543.1810585",
language = "English",
isbn = "9781605589510",
pages = "258--261",
booktitle = "IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children",
publisher = "ACM",

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RIS

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AU - Rubegni, E.

AU - Paolini, P.

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N2 - This paper is about assessing how and under which conditions digital technology interactions and activities can enhance socio-cognitive abilities in children. We address this issue through a comparison between canonical and digital-based narrative activities in a formal educational setting. The paper is based upon a case study carried on in a primary school in Lugano (CH), where children develop educational narratives in both traditional and digital-assisted formats. Three are the main issues addressed: Valorization and enhancement of different capabilities, Socialization and attitude change, Pupils collaboration strategies. Copyright 2010 ACM.

AB - This paper is about assessing how and under which conditions digital technology interactions and activities can enhance socio-cognitive abilities in children. We address this issue through a comparison between canonical and digital-based narrative activities in a formal educational setting. The paper is based upon a case study carried on in a primary school in Lugano (CH), where children develop educational narratives in both traditional and digital-assisted formats. Three are the main issues addressed: Valorization and enhancement of different capabilities, Socialization and attitude change, Pupils collaboration strategies. Copyright 2010 ACM.

KW - Digital storytelling

KW - Educational applications

KW - Elearning

KW - Interaction design

KW - Attitude change

KW - Cognitive ability

KW - Digital technologies

KW - Educational Applications

KW - Educational settings

KW - Primary schools

KW - Design

KW - Education

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DO - 10.1145/1810543.1810585

M3 - Conference contribution/Paper

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EP - 261

BT - IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children

PB - ACM

ER -