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When a console game becomes CSCL: Play, participatory learning
and 8-bit home computing in India
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Abstract: 300&(0(&(20&&2
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Introduction
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About the Platform
3B7((&(0<3B>00(0&&(2&&1&&
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< >)33B&(70(1&2C57!
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C!75>) 3 3B is based on hardware components similar to 57 Nintendo Family
Computer(&*020)3((&#
Nintendo Entertainment System ,$#00 .57&((&((
( Super Mario Brothers & Duck Hunt) Like the NES system, the TVC 8-bit
6502 microprocessor technology, putting it in the same technological lineage as the
Apple II, Commodore 64, BBC Micro, Atari 800 and other early home computers.
33B0(&(&(&)F2
(& ( &(7& & (A (& ( 00
7&)3 D&((&E((&20
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Diego, Robot Odyssey& Oregon Trail. 1!.&0(<0)>
2&&&&(2(&(0((&&
7( &2 0&(7& (7 (& 0&&2
3B):2&2(1!.0)8&2&0
&&&0&(&(23B)3&02( Hanuman
Typing Warrior&(&2()
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Game Design
1 2 !. & 0 & +&& 1& &8 &&
&201&&()(08&(&
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0 ( &( & (( 20 <0 (
&22( 2 C & C >)&2 Hanuman, Typing Warrior
&0& & 0 00 1& 0( Ramayana ( 7& +
2 + 2(27 2 2&& *)
20&0Hanuman (&I*70(
2&&570)
Description of Hanuman Typing Warrior
3&(&calls for the player to assume the role of Hanuman and defeat various
monsters during his quest)3(22&(&0%(0&
2&(024(&(0
& 2 H( + 2 0 2 2 ( )
Successfully completing each level requires the ability to type with increasing accuracy and speed.
()(20Hanuman Typing Warrior <2&2
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Methods
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Results and Discussion
1 & ( &7 0 ( & 0 2
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Chatterjee, & Mitra, 2005>) 1(& ( && 2 (& &
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DE 2 H & 00 *0(
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0 Seconds
A 7- year- old girl (7G) is playing +30:. Her two
older sisters (9G and 15G) are looking on and helping her play. 9G
had been playing for 5-10 minutes previously, but had reached a
challenging stage where a monster is able to strike the game
character Hanuman. After being hit, she 9G deferred to her younger
sister 7G, who wanted to play. However, their older brother (13B)
also wants to play and eventually gets the chance.
7G:Looks down, presses Don the keyboardand saysDEas she
looks up at the TV screen. Looks down at the keyboard.
7G: Presses button E. Says D$Elooks up at screen, presumably to
confirm it has been pressed, says DE thenlooks down and presses F.
9G:Says,D$M$Eperhaps as a way to indicate the next letter to be
typed while 7G is looking at the keyboard.
7G:While looking down,presses E. Thenlooks up and scratches
head.Says,D$Eand then looks down at keyboard.
13B:Reaches over 7G’s shoulder towards the keyboard, saying D)E
10 Seconds
7G:PressesA and then looks up. SaysDEthenlooks down.
7G:Presses T, looks up and sayuttersD3E thenlooks down again.
9G:D)E13B:D)E
7G:Presses M. As she looks up, she says DEthenlooks down.
13B:DF)E
7G:Looking down, presses O and says DF)EPresses N, then looks up.
SaysD,Eandlooks back down.
13B: D#)E 9G:D#)E
7G:Presses S but it doesn’t work.Looks up, saysD#Eand looks down.
9G:D3)E Hanuman gets hit in the game.
9G:D,ME
22 Seconds:
7G’s older brother 13B moves in to the space by the keyboard, while
7G steps to the side. 13B begins to type, with index fingers of both
hands extended.
13B:Presses D and says, D)E
7G:D$)))E13B:#D$,E13B thensearches for this button and
presses it.
30 Seconds:
7G:D)))E7G puts her finger over the F button but does not press it.
13B pushes down on 7G’s finger to press button.
13B:D)E13B pushes 7G’s hand away from the keyboard.
9G: D$E
7G:D$)E7G reaches over and presses E.
13B:D$)E 13B looks around then pushes at the air above the
keyboard where 7G’s hand was.
13B:D)E 9G:D)E
9G reaches over and presses A. 13B pulls 9G’s hand away from the
keyboard. 9G tries to press T but 13B pulls 9G’s hand away again.
7G:D33)E 13B:presses T for himself.D3)E
40 Seconds
15G%DNE<DO(H(NE>
13B: D)E 7G: D)E9G: “)E 13B:Presses M.
9G:DF)E7G:DF)E
13B:13B presses O, but maybe not completely. Says, DF)E
7G:D,)E
7G:Appears to see that O is not highlighted. Shouts,DFNE
13B looks up to the screen and then moves to press O. However, time
is up and Hanuman gets hit. 9G makes a disdeictic gesture.
9G:D3F)E
50 Seconds
32#(8࢚((08(0
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Warrior 2(&+&9)&(002(7
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Motivations
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Conclusion
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References
?)R#)4#)=#)<!>)&2(&(H(02
777(00(0()Information Technologies and International Development
!<G>G 7I)
?)=0)<!5>)&K0(0&DE
(0&0(0()Australasian Journal of Educational Technology!G<">"".7"G)
?)=0)<!.>)(%7&&(
&()British Journal of Educational TechnologyG< >7!!)
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Himalayan sustainability. 0 0& F0 #(( 2( /
?#(&)
+&) +&#) = 3) ?) <!6>) Using Technology to Elicit Biographies in Himalayan
Villages)00&2 ($&( ?((
(1)
+&)+&#) =3 ) ?);;;;<! >)3(700& (7((
&0&)1)+&)7)#S&?)B03)1&)8
=/) )F<$&)>Third International Conference on Intercultural Collaboration<00) " 7 G>)
0%(20()
+&)=?)<!!>)&&%3002&7&()
1 ) ) ? = :) # <$&)> Building virtual communities: Learning and change in
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+2&)/)<! >)TH(%0B91&F8
(,<!&&)>)#(1()U+#)< ..6>)Facilitating knowledge integration in
science through electronic discussion: the Multimedia Forum Kiosk.))&2
29)
+#) < ..6>) ( & (( (( &(% &
)U))&229)
+ #) =+& ) < ..6>)&(&( ((%& H ((&()
Journal of Science Education and Technology, 10< >!"7"I)
10)9 )#)/ #))= )< ..>) /& %&(
(0)In Proc. of Conference on Human Factors in Computing Systems <00) !57!.>)
&)
10))9)#))=0?)< ..>)000(2
) Proceedings of Computer Supported Collaborative Learning (CSCL 1995) <00) 667 5 >)
1&1)
) ) )= R)<!.>) &2 (&% &2
&1&)Proceedings of the 27th international conference on Human factors
in computing systems (CHI 2009)<00)" 7G>)9#%)
) 3) #22 /)) )= R)<! >) $*0#&2
0&?1&)1Proceedings of the 28th international conference on
Human factors in computing systems<00)6G"76!>),-,-)
))=+#)<!>)Computers, teachers, peers: Science learning partners),R%(
$()
)=)<>)32%2
0)0&CHI 2011B(9&)
R) ?) ,&( #) ( ) = )#) <!.>) 3 ( 2 (( (0
(0% 7( &( & ( &0 &) ITID: Information Technology
and International Development)&%13)
3) =/ ) <!I>)&& & 2 1&& 1231& )
IEEE Pervasive Computing Magazine<!>"!7"5)
?(R)=?)<!!>) A walk on the WILD side: How wireless handhelds may change CSCL.0
0&0#002<#>9&F)
Sahni, U., Gupta, R., Hull, G., Javid, P., Setia, T., Toyama, K., & Wang, R. (2008). Using digital video in rural
Indian schools: A study of teacher development and student achievement. Presented at Annual meeting
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#(83)=#?)<!6>%320%(&((&(
0 & ) 1 Proceedings of the 8th International Conference on Computer Supported
Collaborative Learning <00)I""7IG!>),9(,R)
# ?) #(8 3) = ()<!5>)17/17?17:&% ?(( B& /
?2&K)1)#<$&)> The Ecology of Games: Connecting Youth, Games,
and Learning) 3R ) & 3) ( & # &&
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#?) ?)<!>) 2 #(& :0(% 0 0&07
#00&((#)Journal of the Learning Sciences.<G>"6")
Acknowledgments
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Field Research Training by Meera Lakshmanan.
Bangalore Fieldwork Team: Aliya Pabani, Alisha Panjwani, Tanvi Srivastava.
Ahmedabad fieldwork team:Pranav patadiya, Parth Rao, Sonali Dubey
Programming: Revoori Vishvesh, Vivek Fitkariwala, Kishan Patel, Parth Rao, Ankit Patel, Dheeraj Medikonda,
Darsh Shah, Yash Soni, Anshul Pahwa
VV+$3+1#1331F,:13+3+$/?F%
* &0+&) When a Console Game
Becomes CSCL: Play, Participatory Learning and 8-Bit Home Computing in India. 3 00
Proceedings of ISLS Conference on Computer Support for Collaborative Learning <# K >+
RG75! )