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1 – 10 of 445Panayiotis Zaphiris, Andri Loannou, Fernando Loizides and Christina Vasiliou
This paper aims to report work regarding the design, development and evaluation of a surface computing application to support collaborative decision making. The domain-independent…
Abstract
Purpose
This paper aims to report work regarding the design, development and evaluation of a surface computing application to support collaborative decision making. The domain-independent application, the so-called Ideas Mapping, builds on the principle of affinity diagramming to allow participants to analyze a problem and brainstorm around possible solutions, while they actively construct a consensus artifact – a taxonomy of their ideas.
Design/methodology/approach
Ideas Mapping was designed using a user-centred approach. During idea generation, Ideas Mapping replicates physical post-it notes on a multi-touch tabletop. Additional functionality supports student collaboration and interaction around the organization of ideas into thematic categories associated with the problem at hand. The tool was evaluated in two studies using quantitative and qualitative data.
Findings
The paper reports on the functionality and user experience while interacting with the application. The paper also reports initial findings regarding the affordances of surface computing for collaborative decision making.
Originality/value
The studies reported give insides regarding the affordances of multi-touch tabletops to support collaborative decision making. Information regarding the user experience in using such applications is reported.
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Carl O. DiNardo and Mary J. Snyder Broussard
This paper aims to demonstrate how commercially available tabletop games can be effective tools to teach information literacy and present a list of best practices to improve…
Abstract
Purpose
This paper aims to demonstrate how commercially available tabletop games can be effective tools to teach information literacy and present a list of best practices to improve instructor’s chances of success with this pedagogical method.
Design/methodology/approach
Librarians from two separate institutions with complementary experiences analyze the theory of game-based learning with tabletop games, present an example of game-based information literacy instruction in practice and suggest four best practices for this method of instruction.
Findings
This paper demonstrates that educators by combining sound pedagogical practices to connect the educational content to what rules of games ask of students can effectively find a balance between enthusiastic engagement and higher-order information literacy learning outcomes.
Practical implications
This paper can be used to guide librarians looking for creative and sound methods to engage students using tabletop games to teach information literacy.
Originality/value
The authors have unique theoretical and practical knowledge with joining pedagogy and tabletop games in the information literacy classroom. While there is a lot of literature on games in academic libraries, there is only one other paper on using a commercially available tabletop game to teach information literacy.
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Alberto Battocchi, Ayelet Ben‐Sasson, Gianluca Esposito, Eynat Gal, Fabio Pianesi, Daniel Tomasini, Paola Venuti, Patrice Weiss and Massimo Zancanaro
Tabletop interfaces are a novel class of technologies that are particularly suited to support co‐located collaboration. The Collaborative Puzzle Game (CPG) is a tabletop…
Abstract
Tabletop interfaces are a novel class of technologies that are particularly suited to support co‐located collaboration. The Collaborative Puzzle Game (CPG) is a tabletop interactive activity developed for fostering collaboration skills in children with Autism Spectrum Disorders (ASD). The CPG features an interaction rule called Enforced Collaboration (EC); in order to be moved, puzzle pieces must be touched and dragged simultaneously by the two players. Two studies were conducted to test the effect of EC on collaboration. In Study I, 70 typically developing boys were tested in pairs to characterise the way they respond to EC; in Study II, 16 boys with ASD were tested in pairs. Results suggest that EC has a generally positive effect on collaboration and is associated with more complex interactions. For children with ASD, the EC interaction rule was effective in triggering behaviours associated with co‐ordination of the task and negotiation.
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Taylor M. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly M. Tran, Sinem Siyahhan and Elisabeth R. Gee
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Abstract
Purpose
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.
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Giddeon Njamngang Angafor, Iryna Yevseyeva and Leandros Maglaras
This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security…
Abstract
Purpose
This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security posture as it adapts to remote working because of the Coronavirus 2019 (COVID-19). The pandemic forced businesses to move operations from offices to remote working. Given that this happened quickly for many, some firms had little time to factor in appropriate cyber-hygiene and incident prevention measures, thereby exposing themselves to vulnerabilities such as phishing and other scams.
Design/methodology/approach
The exercise was designed and facilitated through Microsoft Teams. The approach used included a literature review and an experiential learning method that used scenario-based, active pedagogical strategies such as case studies, simulations, role-playing and discussion-focused techniques to develop and evaluate processes and procedures used in preventing, detecting, mitigating, responding and recovering from cyber incidents.
Findings
The exercise highlighted the value of using scenario-based exercises in cyber security training. It elaborated that scenario-based incident response (IR) exercises are beneficial because well-crafted and well-executed exercises raise cyber security awareness among managers and IT professionals. Such activities with integrated operational and decision-making components enable businesses to evaluate IR and disaster recovery (DR) procedures, including communication flows, to improve decision-making at strategic levels and enhance the technical skills of cyber security personnel.
Practical implications
It maintained that the primary implication for practice is that they enhance security awareness through practical experiential, hands-on exercises such as this VIRTTX. These exercises bring together staff from across a business to evaluate existing IR/DR processes to determine if they are fit for purpose, establish existing gaps and identify strategies to prevent future threats, including during challenging circumstances such as the COVID-19 outbreak. Furthermore, the use of TTXs or TTEs for scenario-based incident response exercises was extremely useful for cyber security practice because well-crafted and well-executed exercises have been found to serve as valuable and effective tools for raising cyber security awareness among senior leadership, managers and IT professionals (Ulmanová, 2020).
Originality/value
This paper underlines the importance of practical, scenario-based cyber-IR training and reports on the experience of conducting a virtual IR/DR tabletop exercise within a large organisation.
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The purpose of this paper is to introduce the genre of tabletop fantasy role‐playing games and provide guidance in building an initial collection.
Abstract
Purpose
The purpose of this paper is to introduce the genre of tabletop fantasy role‐playing games and provide guidance in building an initial collection.
Design/methodology/approach
The first part of the paper is designed to present the development of tabletop fantasy role‐playing games in a historiographic model, tracing the history of these games from the 1970s to 2006. The second portion is a bibliographic essay and critique of several noteworthy fantasy role‐playing games, including analysis of the settings and systems of each game.
Findings
The paper provides a history of the development of fantasy role‐playing games and provides guidance on how to start a collection. The study recognizes a lack of academic research on the topic and seeks to provide a brief introduction.
Practical implications
The paper provides a clear concise history of role‐playing game development and balanced advice for librarians who wish to begin collecting role‐playing games.
Originality/value
This paper begins to fill the need for academic study of the subject and provides practical advice for collection development librarians.
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