as "the values that people hold and the resources that they
can access, which both result in and are the result of
collective and socially negotiated ties and relationships."
To address this need, the authors propose the use of social
media combined with customer relationship management to
better engage target populations. The authors also discuss
the use virtual worlds to learn social skills in a serious
games environment. These environments should be used
with care to ensure negative social behaviors are not
reinforced.
Multiplayer Videogames to Develop Collaboration Skills
Decortis et al. [3] discuss how online multiplayer video
games may be used to develop collaboration skills. This
may be an appealing approach to reach youth who do not
have these skills, but enjoy playing video games. How the
skills can be developed may be gleaned through the use of
collaboration models. The authors propose adapting
existing models to playing games such as Counterstrike,
commonly used in LAN parties. The dimensions of the
proposed model include interpersonal understanding,
teamwork, cooperation and team leadership. This paper
highlights the importance of developing models to better
understand how to apply technologies to specific needs of
marginalized youth, and how to evaluate these technologies
once they are deployed.
Design Issues
Designing for Children with ADHD
McKnight [6] discusses a different kind of marginalization
in the difficulties children diagnosed with Attention Deficit
Hyperactivity Disorder (ADHD) can face in school
settings. She argues that some children can be marginalized
if they learn in different ways from others and need
different school environments, yet have to attend the same
schools as typically developing children. Similar issues can
occur with educational software, if it is not designed while
taking into account the needs of children with special
educational needs.
To address this gap, this position paper provides a set of
principles for designing technologies for children
diagnosed with ADHD. These guidelines include: using
neat, organized, and uncluttered layouts, avoiding
unnecessarily decorations or distractions, providing
informative feedback, highlighting important information,
using large fonts, providing visual aids for reading, and
using brief and clear instructions.
Design Philosophies behind Education-Oriented Laptops
Payán [8] compares the designs and educational
philosophies behind Intel’s Classmate PC and the XO
laptops from the One Laptop Per Child (OLPC)
Foundation. The context of the discussion is centered on
issues of access to information and communication
technologies in developing regions, in particular Latin
America. The discussion also involves the role of new
skills or 21st century skills,
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