Emanuela Marchetti

Emanuela Marchetti
University of Southern Denmark | SDU · Department for the Study of Culture - Media Studies

Phd Interaction design-learning-digitisation

About

58
Publications
4,231
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
193
Citations

Publications

Publications (58)
Chapter
A central concern in the field of CT deals with how to simplify programming, to make it accessible to individuals without a technical background. Although CT should not be only reduced to it, programming remains the main challenge in the design of CT pedagogical approaches and tools. In the past years we have developed an approach to simplify progr...
Article
This paper investigates the simplification of programming for non-technical university students. Typical simplification strategies are outlined, and according to our findings CT courses for non-technical students typically address learners from different faculties, providing generic and basic knowledge, not specifically related to their major. In t...
Chapter
In this paper we investigate status and trends in the pedagogy of Computational Thinking (CT), in Scandinavia and Eastern Asian countries. A more detailed comparison is drawn between two specific countries: Denmark and Taiwan. Combining a literature review on official information about the implementation of this new subject in schools, interviews w...
Article
Roleplayhas become a common learning practice across different educations in Denmark,among which Engineering and Healthcare. Building on the notion of play practicesand moods (Karoff 2013, Toft 2019) and intra-action (Barad 2007), intended as amutual entanglement of human and non-human actors, this study compares how engineeringstudents from the pr...
Article
Full-text available
THE HEALTHCARE SECTOR HAS ENTERED AN ECOLOGICAL EVOLUTION, A SYSTEMIC CHANGE CAUSED BY THE INTRODUCTION OF NEW TECHNOLOGY AND FINANCIAL CUTS, WHICH IS DEEPLY TRANSFORMING EXISTING PRACTICES IN RELATION TO SKILLS AND VALUES (NARDI & O’DAY, 1999). CONDUCTING A PARTICIPATORY DESIGN PROCESS, AIMED AT THE DEVELOPMENT OF A DIGITAL SIMULATION FOR THE EDUC...
Article
Playful learning has become a common practice in Denmark, across primary and secondary education, however, the phrase playful learning might sound like a paradox, because learning and play suggest opposite values. In playful learning, play is approached as a learning resource, able to foster understanding and critical thinking. In the Occupational...
Chapter
StickAndClick is a new digital tool meant to support teachers and pupils to define simple interactive digital contents. We propose to use a minimalistic and asset-based redefinition of coding to support algorithmic thinking, focusing on the creative and design-like aspects of Computational Thinking. Here we discuss the design and implementation of...
Chapter
In this paper we present findings from the current and last year’s season of a CT course: we investigated how soft materials enriched learning of CT in relation to embedded systems and creative thinking practices. We also addressed gender biases in the course, as we observed how boys and the few girls in the course responded to the practices relate...
Article
Full-text available
Demographic change is expected to challenge many societies in the next few decades if todays’ standards of services in e.g. elder care shall be maintained. Robots are considered to at least partially mitigate this challenge, however, robots are rarely applied in the welfare domain. This paper describes the development of a concept for a novel welfa...
Chapter
The Fables project is grounded on an ecological approach to e-learning, where we analyze the practice of e-learning as an information ecology, centered on the interaction among teachers, pupils and their tools, placed within the classroom. A simple Fable represents one of Schön’s exemplars; a Fable can be interacted with digitally, as a simulation,...
Chapter
Full-text available
Following current demographical trends, the aging population has emerged as a main target group for the development of assistive robots [16]. In current studies, assistive robots are seen as assistants, butlers or companion pets [2, 5]. These roles seem to assume an anthropomorphic or zoomorphic metaphor for the role of robots, acknowledging them i...
Chapter
Full-text available
We are interested in simplifying digital game design and programming for primary school teachers and their pupils. A central problem in this area is how to express knowledge about interactive digital systems in a simple yet powerful enough way, so that new digital games or interactive simulations can be generated automatically by teachers and pupil...
Article
Full-text available
In this work we present three case studies, involving classes in primary and secondary schools, in Denmark. The studies, conducted in the past 2 years, show how audio contents can be generated and shared among teachers and learners, how audio materials can be made more interactive to offer fruition similar to that of digital games, and how language...
Conference Paper
Appropriation of e-learning applications in the class mainly depends on three actors: developers, teachers (experts interested in authoring or using applications), and learners (pupils or students who will play to learn or to express their knowledge). This paper addresses the problems facing primary and secondary school teachers in the technology-e...
Conference Paper
A case study is presented, aimed at making audiobooks interactive in the context of English teaching in Danish high-school. Social interaction was chosen as key feature to allow high-school students and teachers to annotate audiobooks, then share and comment on the annotations. This new work is supported by unpublished data from two other studies,...
Article
This study is a cooperation between the authors and a teacher who works with pupils affected by autism spectrum disorders (9-12 years old) in a primary Danish school. The aim was assess the benefits of game-based learning with respect to teachers' main challenges: facilitating the discussion of curricular subjects and enabling learning through conc...
Conference Paper
This paper discusses findings from two studies and aims at raising awareness about the missed opportunities caused by the little adoption of non-linear narrative in learning and assessment activities. Data gathered from a longitudinal study about museum learning practice and from a semester-long investigation, conducted with circa 60 Multimedia des...
Conference Paper
Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We propose a new scenario in which trading card games...
Article
Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon the design process of Prime Slaughter, to move furthe...
Article
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast with...
Conference Paper
In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with lowfidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a middle gro...
Article
Music can be seen as a social skilled practice, since the creation of good music is the result of a group effort. According to current literature, communication through non-verbal cues is an important factor in securing a good performance, since it allows musicians to correct each other without interruptions. Hence, despite the fact that the skill...
Chapter
In recent years, museum learning culture and practice have become a matter of debate in response to a crisis within the museum sector, which has caused pressure from external organizations which are demanding that museums become more effective at managing their resources, attracting more visitors, and providing evidence regarding the relevance of t...
Conference Paper
This study discusses how mediated play support learners' understanding of abstract concepts, through ownership and expression of self. The studies, Design-Learn-Innovate and MicroCulture, are targeted to primary and high school pupils, and are respectively set in a secondary school and in an archaeological museum. The impact of a dialogic setting f...
Conference Paper
This study presents results from the evaluation of Prime Slaughter, a computer game aimed at supporting learning of factorization and prime numbers. The game was tested and re-conceptualized during a whole-day participatory workshop, involving two classes of pupils and their math teacher. As a result, it was possible to see that social play elicits...
Conference Paper
In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce interesting gameplay, to allow for level design and even to...
Article
Although researchers have proposed many engaging digital solutions to enhance museum learning practice, most museums prefer to stick to low-tech settings. Our study suggests that technologies are not broadly adopted because a clear vision, about their role within the troubled process of museum innovation, is missing. Therefore, starting from the de...
Article
Full-text available
This paper proposes a playful learning scenario, to enhance children's museum experience, and the design of Micro Culture, a new learning platform. Micro Culture has been developed through a participatory design process, involving around 25 children. The perspective proposed in this paper is focused on enhancing existing storytelling practices, so...
Article
Full-text available
Creating playful games to support domain-specific learning is a complex task. This paper presents the design and development of Prime Slaughter, a computer game to play with abstract mathematical concepts, like factorization and primality. The target group is composed of primary and early secondary school students. Following the findings of a parti...
Conference Paper
Full-text available
Analysis of museum learning practice and related work has revealed that communication of historical processes resembles school teaching and it may hinder children's participation in museum learning activities. Starting from this issue, a new playful installation was designed actively involving a group of primary school children. Results from this p...
Conference Paper
What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children. Different forms of emergent interactions were evident...
Conference Paper
Full-text available
Starting from the difficulty of creating playful representation of domain-specific abstract concepts, this study discusses the design of Prime Slaughter, a computer game aimed at facilitating individual sense-making of abstract mathematical concepts. Specifically the game proposes a transposition of primality and factorization into playful interact...
Conference Paper
To gain a better understanding of the process through which technology users become technology creators, we designed a paper-based, tangible Turing Machine and introduced it to 54 teenage students. The information collected through tinkering tasks and a questionnaire is discussed both via statistics and qualitative analysis. This initial study sugg...
Conference Paper
Full-text available
Museums are undergoing an organizational shift, regarding their role within society and professional competences. This shift is often depicted as positive, turning museums into more democratic, creative, and efficient organizations (Fleming 2005). Others claim, however, that an innovation process cannot succeed, if it is not supported by a favourab...
Conference Paper
Full-text available
This paper describes the development of a software tool to support knowledge acquisition by means of rich pictures, for Object Oriented Analysis (OOA). Transposition of manual rich picture practise into software proved difficult, therefore we decided to follow a user-centered approach, design and implement a prototype with basic functionalities, th...
Article
Full-text available
Rich pictures (RP) are common in object-oriented analysis and design courses, but students seem to have problems in integrating them in their projects' workflow. A new software tool is being developed, specific for RP authoring. To better understand students' issues and working practice with RP, and gather requirements for the tool, we followed a u...
Article
Full-text available
A new kind of computer game is proposed, to support the linguistic development of primary school children, growing in multilingual environments: with it players will be able to simultaneously learn multiple languages. The novel idea is to treat words in different languages as physical items, that the player can collect and exchange for other words...
Article
As part of the Blasq project, we are developing a set of linguistic games to be used in kindergartens. The fi rst of these games is Crazipes, that we are currently testing in a Danish kindergarten, with the support of the local teachers. Here we discuss the architecture of the game, its potentials as a linguistic e-learning tool, together with the d...
Conference Paper
'Crazipes' is one of the prototype games within SMAALL, a multi-language and multi-purpose games project for young kids of age 3-5 years. The main goal of SMAALL is to expose young learners in multipurpose and multi-module games. In the prototype of Crazipes, the game is designed to teach four different languages and math within a frame of cooking,...
Article
Full-text available
This paper describes the development of a software tool to support rich pictures creation for object-oriented analysis. This software is useful both as an e-learning tool for bachelor-level students, as well as for practitioners working with agile methodologies. The transposition of manual rich picture practice into software proved difficult, there...

Network

Cited By