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Designing intergenerational mobile storytelling
2 references·5 citing·39 second hop
Designing intergenerational mobile storytelling (2009)Designing intergenerational mobile storyt…A Structured Approach for Bringing Mobile Telecommunications to the World's Poor (2006)A Structured Approach for Bri…I-guides in progress:two prototype applications for museum educators and visitors using wireless technologies to support informal science learning (2004)I-guides in progress:two prot…DemYouth (2017)DemYouthThe firekeepers: aging considered as a resource (2011)The firekeepers: aging consid…Social and technical challenges in parenting teens' social media use (2011)Social and technical challeng…Designing for collaboration: a study in intergenerational social game design (2011)Designing for collaboration: …Designing educational software with students through collaborative design games: The We!Design&Play framework (2010)Designing educational softwar…The Fortune at the Bottom of the Pyramid: Eradicating Poverty Through Profits (2005)Fortune at the bottom of the pyramid, the: eradicating poverty through profits (2006)Mobile Technology for Children: Designing for Interaction and Learning (2009)Workforce localization in emerging Gulf economies: the need to fine‐tune HRM (2009)The fortune at the bottom of the pyramid (2010)GrameenPhone: Creating a Win‐Win at the Base of the Pyramid in Bangladesh (2014)Style in Language (1962)Linguistics and Poetics (1981)Motivations for Play in Online Games (2006)The dynamics of younger and older adult's paired behavior when playing an interactive silhouette game (2013)Player–video game interaction: A systematic review of current concepts (2015)Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review (2019)Handbook of the psychology of aging (1980)The design of children's technology (1998)The Cambridge encyclopedia of hunters and gatherers (2000)Connecting at Local Level: Exploring Opportunities for Future Design of Technology to Support Social Connections in Age-friendly Communities (2020)Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory (2023)Caregiving Artificial Intelligence Chatbot for Older Adults and Their Preferences, Well-Being, and Social Connectivity: Mixed-Method Study (2024)Rules of Play: Game Design Fundamentals (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The Art of Game Design (2008)Effects of the Team Competition-Based Ubiquitous Gaming Approach on Students' Interactive Patterns, Collective Efficacy and Awareness of Collaboration and Communication. (2017)A Handbook of Child Psychology (1932)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Income, race, and class (2012)Giving up Twitter for Lent (2014)Resilience Mitigates the Negative Effects of Adolescent Internet Addiction and Online Risk Exposure (2015)Family behavior and learning in informal science settings: A review of the research (1994)Design-Based Research: An Emerging Paradigm for Educational Inquiry (2003)Design Research: Theoretical and Methodological Issues (2004)Using mobile phones to map online community resources to a physical museum space (2008)Participation and Technology: Perception and Public Expectations about the Use of ICTs in Museums (2013)Identity : Youth and Crisis. 1968 (1968)Using thematic analysis in psychology (2006)Diagnostic and Statistical Manual of Mental Disorders (2013)Experience of designing and deploying a tablet game for people with dementia (2017)Defending My Castle (2019)Designing and Evaluating IT Applications for Informal Caregivers: Scoping Review (2024)
this work references cited by second hop

References

  • 2006A Structured Approach for Bringing Mobile Telecommunications to the World's Poor48 cited
  • 2004I-guides in progress:two prototype applications for museum educators and visitors using wireless technologies to support informal science learning28 cited

Cited by

  • 2011Social and technical challenges in parenting teens' social media use144 cited
  • 2010Designing educational software with students through collaborative design games: The We!Design&Play framework59 cited
  • 2011Designing for collaboration: a study in intergenerational social game design48 cited
  • 2011The firekeepers: aging considered as a resource45 cited
  • 2017DemYouth28 cited

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