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The design of children's technology
0 references·16 citing·58 second hop
The design of children's technology (1998)The design of children's technologyA Review of Approaches, Strategies and Ethical Considerations in Participatory Research With Children (2021)A Review of Approaches, Strat…Child as Protagonist (2017)Child as ProtagonistGame-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu (2016)Game-based learning and gamif…Child–computer interaction (2012)Child–computer interactionHow do you play with a robotic toy animal? (2010)How do you play with a roboti…Digital Games for Young Children Ages Three to Six: From Research to Design (2009)Digital Games for Young Child…Child computer interaction (2008)Child computer interactionA conceptual framework based on Activity Theory for mobile CSCL (2006)A conceptual framework based …“Bonded design”: A novel approach to intergenerational information technology design (2006)“Bonded design”: A novel appr…Primary school students' perceptions of interactive whiteboards (2005)Primary school students' perc…Making educational computer games "educational" (2005)Making educational computer g…Child's play (2005)Child's playWhat can digital technologies take from and bring to research in mathematics education? (2003)What can digital technologies…The development of cooperation (2000)The development of cooperationA storytelling robot for pediatric rehabilitation (2000)A storytelling robot for pedi…Designing handheld technologies for kids (1999)Designing handheld technologi…Handbook of research on mathematics teaching and learning (1992)Learning by Collaborating: Convergent Conceptual Change (1992)International Handbook of Mathematics Education (1997)The Co-Emergence of Machine Techniques, Paper-and-Pencil Techniques, and Theoretical Reflection: A Study of Cas use in Secondary School Algebra (2006)Integrating Technology into Mathematics Education: Theoretical Perspectives (2009)Measuring technological pedagogical content knowledge (TPACK) through performance assessment (2018)Developmentally appropriate practice in early childhood programs (1997)Self-Efficacy: The Exercise of Control (1999)Children, Adolescents, and Television (2001)iPads, digital play and pre-schoolers (2011)Relationship Between Screen Time and Chinese Children’s Cognitive and Social Development (2020)Teaching mathematics with mobile devices and the Realistic Mathematical Education (RME) approach in kindergarten (2021)Media will never influence learning (1994)Will media influence learning? 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  • 2017Child as Protagonist310 cited
  • 2005Primary school students' perceptions of interactive whiteboards291 cited
  • 2006A conceptual framework based on Activity Theory for mobile CSCL247 cited
  • 2016Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu235 cited
  • 2003What can digital technologies take from and bring to research in mathematics education?188 cited
  • 2005Making educational computer games "educational"187 cited
  • 2000The development of cooperation174 cited
  • 2009Digital Games for Young Children Ages Three to Six: From Research to Design173 cited
  • 2010How do you play with a robotic toy animal?169 cited
  • 2021A Review of Approaches, Strategies and Ethical Considerations in Participatory Research With Children160 cited
  • 2012Child–computer interaction127 cited
  • 2000A storytelling robot for pediatric rehabilitation127 cited
  • 2006“Bonded design”: A novel approach to intergenerational information technology design103 cited
  • 1999Designing handheld technologies for kids96 cited
  • 2005

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Child's play
94 cited
  • 2008Child computer interaction93 cited