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ABSTRACT
With recent growth of the childrens software sector, companies are
pushing to create innovative software packages for home and school.
Edutainmentsoftware intended to educate children through the use of
entertainmentis one of the quickest growing sectors in the
children's software field. This exploratory study investigated how
children interacted with two new games that combine hands-on
computer input devices with software: the Easy Bake Oven PlaySet"
and the Tonka Workshop" PlaySet. Children were observed in order to
study their behavior patterns and preferences concerning the new
toys. Data collected describes participants preferences, ergonomics
difficulties, and software understanding. This initial research
suggested that: (1) childrens gender was uncorrelated with their
interaction or preferences; (2) childrens age was correlated with
their ability to use and understand the software and playset; and
(3) knowledge learned while using one playset transferred to the
second playset. These results open the door for further research
into gender issues, ergonomics, metaphor understanding,
learnability, and the ability of young children to use and
understand the physical and virtual worlds of the playsets.
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