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Co-designing online privacy-related games and stories with children
16 references·0 citing·41 second hop
Co-designing online privacy-related games and stories with children (2018)Co-designing online privacy-related games…Privacy in context: Technology, policy, and the integrity of social life (2023)Privacy in context: Technolog…Co-designing Mobile Online Safety Applications with Children (2018)Co-designing Mobile Online Sa…Toys that Listen (2017)Toys that Listen'No Telling Passcodes Out Because They're Private' (2017)'No Telling Passcodes Out Bec…Should We Design for Control, Trust or Involvement? (2016)Should We Design for Control,…From Nosy Little Brothers to Stranger-Danger (2016)From Nosy Little Brothers to …Videogames and Learning (2014)Videogames and LearningPlaying for real (2013)Playing for realGames, Learning, and Society (2012)Games, Learning, and SocietyAlternate Reality Games as Platforms for Practicing 21st-Century Literacies (2012)Alternate Reality Games as Pl…Privacy in Context (2009)Privacy in ContextChildren's privacy online: experimenting with boundaries within and beyond the family (2006)Children's privacy online: ex…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What video games have to teach us about learning and literacy (2004)What video games have to teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The malleability of spatial skills: A meta-analysis of training studies. (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Zero to eight: young children and their internet use (2013)End User Security and Privacy Concerns with Smart Homes (2017)“Won’t Somebody Think of the Children?” Examining COPPA Compliance at Scale (2018)The privacy implications of social robots: Scoping review and expert interviews (2019)Beliefs about beliefs: Representation and constraining function of wrong beliefs in young children's understanding of deception (1983)`I make up a silly name' (2019)Digital by Default: Children’s Capacity to Understand and Manage Online Data and Privacy (2020)Developing digital resilience: An educational intervention improves elementary students’ response to digital challenges (2023)Understanding interobserver agreement: the kappa statistic. (2005)Parental Mediation of Children's Internet Use (2008)Not at the Dinner Table (2016)Stranger Danger! (2019)Do parental control tools fulfil family expectations for child protection? A rapid evidence review of the contexts and outcomes of use (2023)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy (2017)Algorithms at Work: The New Contested Terrain of Control (2019)On the Opportunities and Risks of Foundation Models (2021)The Role of the Teacher in Game-Based Learning: A Review and Outlook (2017)“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms (2021)Locating the Semiotic Power of Multimodality (2005)Multimodality and Literacy in School Classrooms (2008)“Multiliteracies”: New Literacies, New Learning (2009)Beyond the Belmont Principles (2016)Defending My Castle (2019)Inherent Tradeoffs in the Fair Determination of Risk Scores (2023)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2009Privacy in Context2,138 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 2017Toys that Listen221 cited
  • 2017'No Telling Passcodes Out Because They're Private'154 cited
  • 2012Games, Learning, and Society115 cited
  • 2023Privacy in context: Technology, policy, and the integrity of social life102 cited
  • 2018Co-designing Mobile Online Safety Applications with Children99 cited
  • 2014Videogames and Learning90 cited
  • 2016Should We Design for Control, Trust or Involvement?72 cited
  • 2016From Nosy Little Brothers to Stranger-Danger70 cited
  • 2012Alternate Reality Games as Platforms for Practicing 21st-Century Literacies53 cited
  • 2006Children's privacy online: experimenting with boundaries within and beyond the family50 cited
  • 2013Playing for real25 cited

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