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Empirical evaluation of usability and fun in computer games for children

, , and . Proceedings of the IFIP 8th International Conference on Human-Computer Interaction INTERACT-03, (2003)

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Teaching Interaction Design and Children: Understanding the Relevance of Theory for Design., , , and . IxD&A, (2014)Exploring potential usability gaps when switching mobile phones: an empirical study., , and . BCS HCI (1), page 109-116. BCS, (2007)What's Missing: The Role of Instructional Design in Children's Games-Based Learning., , , , and . CHI, page 582. ACM, (2019)Intermediate-level knowledge in child-computer interaction., , , , , and . IDC, page 699-704. ACM, (2018)Legitimate Participation in the Classroom Context: Adding Learning Goals to Participatory Design., , , , and . IDC, page 167-174. ACM, (2016)Towards empathic artificial tutors., , , , , , , , and . HRI, page 113-114. IEEE/ACM, (2013)Towards an Agenda for Sci-Fi Inspired HCI Research., , , , , , , , , and . ACE, page 10:1-10:6. ACM, (2016)Course on interaction games and learning for interaction design students., and . FDG, page 261-268. Society for the Advancement of the Science of Digital Games, (2013)Children may expect drag-and-drop instead of point-and-click., and . CHI Extended Abstracts, page 1297-1302. ACM, (2011)Robo2Box: A Toolkit to Elicit Children's Design Requirements for Classroom Robots., , , , and . ICSR, volume 9979 of Lecture Notes in Computer Science, page 600-610. (2016)