{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,17]],"date-time":"2025-12-17T18:12:54Z","timestamp":1765995174722,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":49,"publisher":"ACM","license":[{"start":{"date-parts":[[2023,6,19]],"date-time":"2023-06-19T00:00:00Z","timestamp":1687132800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2023,6,19]]},"DOI":"10.1145\/3585088.3593866","type":"proceedings-article","created":{"date-parts":[[2023,6,14]],"date-time":"2023-06-14T04:06:08Z","timestamp":1686715568000},"page":"588-592","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":4,"title":["The SmartGame: mixing digital and tangible to foster math education and social interaction"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-3427-3747","authenticated-orcid":false,"given":"Federica","family":"Gini","sequence":"first","affiliation":[{"name":"Department of Psychology and Cognitive Science (DiPSCo), University of Trento, Italy and Fondazione Bruno Kessler, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2245-9835","authenticated-orcid":false,"given":"Margherita","family":"Andrao","sequence":"additional","affiliation":[{"name":"Department of Psychology and Cognitive Science (DiPSCo), University of Trento, Italy and Fondazione Bruno Kessler, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8699-7777","authenticated-orcid":false,"given":"Annapaola","family":"Marconi","sequence":"additional","affiliation":[{"name":"Fondazione Bruno Kessler, Italy"}]}],"member":"320","published-online":{"date-parts":[[2023,6,19]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"crossref","unstructured":"Mostafa Al-Emran Sohail\u00a0Iqbal Malik and Mohammed\u00a0N Al-Kabi. 2020. A survey of Internet of Things (IoT) in education: Opportunities and challenges. Toward social internet of things (SIoT): Enabling technologies architectures and applications: Emerging technologies for connected and smart social objects (2020) 197\u2013209.","DOI":"10.1007\/978-3-030-24513-9_12"},{"key":"e_1_3_2_1_2_1","volume-title":"International Journal of advances in engineering & technology 6, 4","author":"Al-Rahmi Waleed\u00a0Mugahe","year":"2013","unstructured":"Waleed\u00a0Mugahe Al-Rahmi and Mohd\u00a0Shahizan Othman. 2013. Evaluating student\u2019s satisfaction of using social media through collaborative learning in higher education. International Journal of advances in engineering & technology 6, 4 (2013), 1541."},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/3531073.3534493"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/3531073.3534467"},{"key":"e_1_3_2_1_5_1","first-page":"1","article-title":"Improvised use of a digital tool for social interaction in a Norwegian care facility during the COVID-19 pandemic: an exploratory study","volume":"22","author":"Badawy Abeer","year":"2022","unstructured":"Abeer Badawy, Mads Solberg, Aud\u00a0Uhlen Obstfelder, and Rigmor\u00a0Einang Alnes. 2022. Improvised use of a digital tool for social interaction in a Norwegian care facility during the COVID-19 pandemic: an exploratory study. BMC Health Services Research 22, 1 (2022), 1\u201312.","journal-title":"BMC Health Services Research"},{"key":"e_1_3_2_1_6_1","volume-title":"\u201cbullshit\u201d? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review 100322","author":"Bai Shurui","year":"2020","unstructured":"Shurui Bai, Khe\u00a0Foon Hew, and Biyun Huang. 2020. Is gamification \u201cbullshit\u201d? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review 100322 (2020)."},{"key":"e_1_3_2_1_7_1","volume-title":"GamiDOC: A Tool for Designing and Evaluating Gamified Solutions. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play. 203\u2013208","author":"Bassanelli Simone","year":"2022","unstructured":"Simone Bassanelli and Antonio Bucchiarone. 2022. GamiDOC: A Tool for Designing and Evaluating Gamified Solutions. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play. 203\u2013208."},{"key":"e_1_3_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1016\/0193-3973(89)90002-6"},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2020.103953"},{"key":"e_1_3_2_1_10_1","doi-asserted-by":"crossref","unstructured":"Martin B\u00f6ckle Isabel Micheel Markus Bick and Jasminko Novak. 2018. A design framework for adaptive gamification applications. (2018).","DOI":"10.24251\/HICSS.2018.151"},{"volume-title":"Attachment and loss","author":"Bowlby J","key":"e_1_3_2_1_11_1","unstructured":"J Bowlby. 1981. Attachment and loss: Vol. 3. Loss: Sadness and depression. Harmonsworth."},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-31510-2_19"},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/2592235.2592240"},{"key":"e_1_3_2_1_14_1","volume-title":"Research on instructional media 1978-88. Educational Media and Technology Yearbook","author":"Clark RE","year":"1988","unstructured":"RE Clark and BM Sugrue. 1988. Research on instructional media 1978-88. Educational Media and Technology Yearbook. Englewood, CO: Libraries Unlimited, Inc (1988)."},{"key":"e_1_3_2_1_15_1","volume-title":"SENSATION: An Authoring Tool to Support Event\u2013State Paradigm in End-User Development. In Human-Computer Interaction \u2013 INTERACT 2021: 18th IFIP TC 13 International Conference, Bari, Italy, August 30 \u2013","author":"Desolda Giuseppe","year":"2021","unstructured":"Giuseppe Desolda, Francesco Greco, Francisco Guarnieri, Nicole Mariz, and Massimo Zancanaro. 2021. SENSATION: An Authoring Tool to Support Event\u2013State Paradigm in End-User Development. In Human-Computer Interaction \u2013 INTERACT 2021: 18th IFIP TC 13 International Conference, Bari, Italy, August 30 \u2013 September 3, 2021, Proceedings, Part II. 373\u2013\u2013382."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/2181037.2181040"},{"key":"e_1_3_2_1_17_1","volume-title":"A theory of co-operation and competition. Human relations 2, 2","author":"Deutsch Morton","year":"1949","unstructured":"Morton Deutsch. 1949. A theory of co-operation and competition. Human relations 2, 2 (1949), 129\u2013152."},{"key":"e_1_3_2_1_18_1","volume-title":"Field theory in social psychology. The handbook of social psychology 1","author":"Deutsch Morton","year":"1968","unstructured":"Morton Deutsch. 1968. Field theory in social psychology. The handbook of social psychology 1 (1968), 412\u2013487."},{"key":"e_1_3_2_1_19_1","volume-title":"Constructivism in the computer age: A reconstructive epilogue. Constructivism in the computer age","author":"Forman George","year":"1988","unstructured":"George Forman and Peter\u00a0B Pufall. 1988. Constructivism in the computer age: A reconstructive epilogue. Constructivism in the computer age (1988), 235\u2013250."},{"volume-title":"Gamification The Blackwell Encyclopedia of Sociology eds G Ritzer and Rojek C","author":"Hamari Juho","key":"e_1_3_2_1_20_1","unstructured":"Juho Hamari. 2019. Gamification The Blackwell Encyclopedia of Sociology eds G Ritzer and Rojek C."},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1109\/HICSS.2014.377"},{"key":"e_1_3_2_1_22_1","volume-title":"The power of feedback. Review of educational research 77, 1","author":"Hattie John","year":"2007","unstructured":"John Hattie and Helen Timperley. 2007. The power of feedback. Review of educational research 77, 1 (2007), 81\u2013112."},{"key":"e_1_3_2_1_23_1","unstructured":"Valeria Iezzi. 2020. Connectedness: Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception tangible interactions and social interaction design (SxD)."},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-07446-7_11"},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/3025453.3025826"},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1192\/bjp.130.3.201"},{"key":"e_1_3_2_1_27_1","volume-title":"Social interdependence: interrelationships among theory, research, and practice.American psychologist 58, 11","author":"Johnson W","year":"2003","unstructured":"David\u00a0W Johnson. 2003. Social interdependence: interrelationships among theory, research, and practice.American psychologist 58, 11 (2003), 934."},{"key":"e_1_3_2_1_28_1","volume-title":"An educational psychology success story: Social interdependence theory and cooperative learning. Educational researcher 38, 5","author":"Johnson W","year":"2009","unstructured":"David\u00a0W Johnson and Roger\u00a0T Johnson. 2009. An educational psychology success story: Social interdependence theory and cooperative learning. Educational researcher 38, 5 (2009), 365\u2013379."},{"key":"e_1_3_2_1_29_1","volume-title":"Designing gamification in the right way","author":"Kim Bohyun","year":"2015","unstructured":"Bohyun Kim. 2015. Designing gamification in the right way. Library technology reports 51, 2 (2015), 29\u201335."},{"key":"e_1_3_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2020.102495"},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2014.03.007"},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijinfomgt.2018.10.013"},{"key":"e_1_3_2_1_33_1","unstructured":"Kurt Lewin. 1951. Field theory in social science: selected theoretical papers (Edited by Dorwin Cartwright.). (1951)."},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.lindif.2021.102020"},{"key":"e_1_3_2_1_35_1","volume-title":"Digital games and beyond: What happens when players compete?Mis Quarterly","author":"Liu De","year":"2013","unstructured":"De Liu, Xun Li, and Radhika Santhanam. 2013. Digital games and beyond: What happens when players compete?Mis Quarterly (2013), 111\u2013124."},{"key":"e_1_3_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1007\/s12528-021-09274-2"},{"volume-title":"New advances in information systems and technologies","author":"Marquez Jack","key":"e_1_3_2_1_37_1","unstructured":"Jack Marquez, Jhorman Villanueva, Zeida Solarte, and Alexander Garcia. 2016. IoT in education: Integration of objects with virtual academic communities. In New advances in information systems and technologies. Springer International Publishing, 201\u2013212."},{"key":"e_1_3_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-58509-3_31"},{"key":"e_1_3_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.1145\/2998181.2998272"},{"key":"e_1_3_2_1_40_1","volume-title":"How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in human behavior 77","author":"Morschheuser Benedikt","year":"2017","unstructured":"Benedikt Morschheuser, Marc Riar, Juho Hamari, and Alexander Maedche. 2017. How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in human behavior 77 (2017), 169\u2013183."},{"key":"e_1_3_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1007\/s10639-022-11122-4"},{"key":"e_1_3_2_1_42_1","doi-asserted-by":"publisher","DOI":"10.1007\/s10111-007-0069-9"},{"key":"e_1_3_2_1_43_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2014.09.006"},{"key":"e_1_3_2_1_44_1","volume-title":"Tangible user interfaces: past, present, and future directions. Foundations and Trends\u00ae in Human\u2013Computer Interaction 3, 1\u20132","author":"Shaer Orit","year":"2010","unstructured":"Orit Shaer, Eva Hornecker, 2010. Tangible user interfaces: past, present, and future directions. Foundations and Trends\u00ae in Human\u2013Computer Interaction 3, 1\u20132 (2010), 4\u2013137."},{"key":"e_1_3_2_1_45_1","doi-asserted-by":"publisher","DOI":"10.22452\/jpmm.vol23no1.2"},{"key":"e_1_3_2_1_46_1","volume-title":"Smart Tangibles: Fostering Connectedness Across Geographic Boundaries.","author":"EVROPI STEFANIDI, JULIA DOMINIAK, MARIT BENTVELZEN, ANDRZEJ ROMANOWSKI","year":"2021","unstructured":"EVROPI STEFANIDI, JULIA DOMINIAK, MARIT BENTVELZEN, ANDRZEJ ROMANOWSKI, SEBASTIAN\u00a0S FEGER, PAWE\u0141\u00a0W WO\u0179NIAK, JOHANNES SCH\u00d6NING, and JASMIN NIESS. 2021. Smart Tangibles: Fostering Connectedness Across Geographic Boundaries. (2021)."},{"key":"e_1_3_2_1_47_1","doi-asserted-by":"publisher","DOI":"10.1186\/s40561-019-0106-1"},{"key":"e_1_3_2_1_48_1","volume-title":"Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions: First International Workshop on Social, Semantic","author":"Toda M","year":"2017","unstructured":"Armando\u00a0M Toda, Pedro\u00a0HD Valle, and Seiji Isotani. 2018. The dark side of gamification: An overview of negative effects of gamification in education. In Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions: First International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning, HEFA 2017, Macei\u00f3, Brazil, March 20\u201324, 2017, Revised Selected Papers 1. Springer, 143\u2013156."},{"key":"e_1_3_2_1_49_1","volume-title":"Supporting learners","author":"Winstone E","year":"2017","unstructured":"Naomi\u00a0E Winstone, Robert\u00a0A Nash, Michael Parker, and James Rowntree. 2017. Supporting learners\u2019 agentic engagement with feedback: A systematic review and a taxonomy of recipience processes. Educational psychologist 52, 1 (2017), 17\u201337."}],"event":{"name":"IDC '23: Interaction Design and Children","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Chicago IL USA","acronym":"IDC '23"},"container-title":["Proceedings of the 22nd Annual ACM Interaction Design and Children Conference"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3585088.3593866","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3585088.3593866","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T16:37:41Z","timestamp":1750178261000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3585088.3593866"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2023,6,19]]},"references-count":49,"alternative-id":["10.1145\/3585088.3593866","10.1145\/3585088"],"URL":"https:\/\/doi.org\/10.1145\/3585088.3593866","relation":{},"subject":[],"published":{"date-parts":[[2023,6,19]]},"assertion":[{"value":"2023-06-19","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}