Skip to main content

Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World

  • Chapter
Funology

Part of the book series: Human-Computer Interaction Series ((HCIS,volume 3))

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Bruner, J.S. (1996). The culture of education. Cambridge MA: Harvard University Press.

    Google Scholar 

  • Norman, D.A. (1998). The invisible computer. Cambridge MA: MIT Press.

    Google Scholar 

  • UniSiena & UniLiegi (1999). Narrative and learning: School studies. POGO deliverable nº 00001/v.1

    Google Scholar 

  • Vygotsky, L. S. (1998). Imagination and creativity in childhood. In R. W. Rieber (Ed.), The Collected Works of L.S. Vygotsky. New York: Plenum.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2003 Kluwer Academic Publishers

About this chapter

Cite this chapter

Rizzo, A., Marti, P., Decortis, F., Rutgers, J., Thursfield, P. (2003). Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World. In: Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (eds) Funology. Human-Computer Interaction Series, vol 3. Springer, Dordrecht. https://doi.org/10.1007/1-4020-2967-5_18

Download citation

  • DOI: https://doi.org/10.1007/1-4020-2967-5_18

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-1-4020-2966-0

  • Online ISBN: 978-1-4020-2967-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics