C. Stephanidis and M. Antona (Eds.): UAHCI/HCII 2013, Part III, LNCS 8011, pp. 241–249, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Ludic Engagement Designs: Creating Spaces
for Playful Learning
Eva Petersson Brooks
Centre for Design, Learning and Innovation, Department for Architecture and
Media Technology, Aalborg University Esbjerg, Niels Bohrs Vej 8,
6700 Esbjerg, Denmark
ep@create.aau.dk
Abstract. The learning within and the design of a learning (or therapeutic)
situation constitutes a situated activity with inherent actions and interventions.
The participant profile influences the facilitator’s decisions on how to set up the
attributes of the environment relative to the desired learning process and the ex-
pected outcome of that process. This paper presents a model which was devel-
oped relative to the development, use and evaluation of interactive spaces for
playful learning. However, the model has a more generic value as it has been
used in learning situations where other forms of resources and/or methods have
been used. Thus, the general results upon which the present model is created, in-
dicate that a playful learning tool may be construed by an open-ended design, in
the sense that its (im)material affordances should in a flexible way support inclu-
sion of different forms of emergent interaction and forms of play.
Keywords: playful learning, design, semiotic interplay, facilitation.
1 Introduction
This contribution introduces the concept of ‘Ludic Engagement Designs’ [1, 2]. The
body of work includes an emerged model for design and intervention that transcend
and cross-inform in learning and rehabilitation situations. The term ‘Ludic’ relates to
the designed for fun/playful participant-experience for both participant (learner) and
facilitator (teacher/healthcare professional). ‘Engagement’ refers to the targeted im-
mersion of the participant that is achieved through the adaptation of the available
environment design features so that personalisation is optimised and, thereby, creating
attention and consistency through agency and by means of navigation; a semiotic
interplay. In other words, ludic engagement designs include the creation of spaces for
playful learning.
The paper discusses affordances of interactive environments targeting learning and
rehabilitation situations as well as the participants’ playful engagements and inherent
semiotic interplay. In doing so, the author will use examples from a wide range of
empirical material (observations, video recordings, interviews) where interactive en-
vironments have been used for learning and training in the contexts of schools, muse-
ums and rehabilitation. The participants are children and young people; typically