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From:
"Bakker, S." <[log in to unmask]>
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Bakker, S.
Date:
Wed, 8 Oct 2014 15:04:17 +0000
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Call for Contributions: Ambient Gaming Workshop – November 11, 2014 Eindhoven

****Apologies for Cross Posting ****

extended deadline for submission: 12 October 2014
Notification of acceptance: 20 October 2014
Workshop: 11 November 2014
Web: http://www.playfitproject.nl/ambientgamingworkshop/

About Ambient Gaming and Play

The definition of play is often restricted to a specific ‘time and place’. Digital play can be more integrated in a spatial, temporal and social sense owing to new media, social networks, modern technology and (social) interaction. This enables to design for playful activities that are seamlessly integrated within our daily lives in such a way that the boundaries between other activities and play disappear or blur; we call this ambient games and play.
Ambient gaming and play can be an effective means to persuade people to take part in certain activities, such as educational activities or physical exercise.
Novel approaching in children’s education advocate the development of so-called ‘21st century skills’. Furthermore, lifelong learning movements emphasize that learning is not confined to the school environment only. These developments have led various regions to drastically reconsider their educational format.

These trends plead for an innovative approach to create informal learning opportunities in various contexts. Ambient games and play is a suitable and relevant area for informal learning.

Playful learning outside a school context

Workshop topics include:
•         Analysis of challenges and opportunities for play and learning outside the school context;
•         Methods for facilitating learning content in an outside-school context;
•         Incorporation of 21st century skills like curiosity, creativity, digital literacy, problem-solving and collaboration;
•         Facilitating long-life learning in outside-school context;
•         Philosophical, ethical & social implications;
•         Validation of the learning content in diverse ways of situational learning;
•         Relationships between ambient technology and interactive learning tools;
•         Tools to develop ambient play environments;
•         Designs and prototypes related to play and nonformal learning;
•         Relevance of play and learning for specific contexts and target groups;
•         Work in progress, late breaking innovations.

Call for contributions
This workshop will be experiential as such that participants are encouraged to bring examples (demo’s) to the table. Reflection on these demos will be part of the workshop. One of the objectives is to start cooperation between (future) partners, to set guidelines, to demonstrate best practices and to define a research agenda on this new topic.
We invite submissions as two- to four-page position papers in Springer format. These contributions may include (but are not limited to) a description of a prototype or demonstrator that can be presented at the workshop. We also invite position papers focused on theoretical positions, evaluation techniques, and work-in-progress.
We welcome participants from a range of disciplines including computer science, education, interaction design, arts, cognitive science, psychology and product design. At least one author of each accepted paper needs to register for the workshop.

Data
Submissions via Easychair conference system:
https://www.easychair.org/conferences/?conf=amgam14.

Extended deadline for submission: 12 October 2014
Notification of acceptance: 20 October 2014
Workshop: 11 November 2014
Web: http://www.playfitproject.nl/ambientgamingworkshop/

Workshop Organisers
Ben Schouten, Industrial Design Department, Eindhoven University of Technology, the Netherlands
Saskia Bakker, Industrial Design Department, Eindhoven University of Technology, the Netherlands
Wouter Sluis-Thiescheffer, Fontys Applied University ICT, Eindhoven, the Netherlands
Janienke Sturm, Fontys Applied University HRM & Psychology, Eindhoven, the Netherlands

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