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Commit 40baec8f authored by Sigurd Pedersen's avatar Sigurd Pedersen
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**ITPDP** 10-02-2019 - Magnus Sten Andersen, 201609827; Sigurd Dalsgaard Pedersen, 201804767; Frederik Ølgaard Jensen, 201808548; Asger Jark Kappel, 201809488.
# Hypestories
## Introduction
In this design blog post we analyse Broadening Children’s Involvement as Design Partners:
From Technology to “Experience” (Gazotto, 2008) using the four pillars of learning presented in the article Putting Education in “Educational” Apps: Lessons From the Science of Learning (Hirsch-Pasek et al., 2015).
## The four pillars
## Conclusion
References:
* Garzotto, F. (2008, June). Broadening children's involvement as design partners: from technology to. In Proceedings of the 7th international conference on Interaction design and children (pp. 186-193). ACM.
* Hirsh-Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting education in “educational” apps: Lessons from the science of learning. Psychological Science in the Public Interest, 16(1), 3-34.
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