@inproceedings{744, keywords = {Intangible cultural heritage, Intangible cultural heritages, Interactive computer systems, Cultural knowledge, Digital heritage, Tangible interaction, Advisory committee, C∂sna∂m, Design decisions, Museum of Anthropology, Musqueam indian band, University of British Columbia}, author = {Reese Muntean and Kate Hennessy and Alissa Antle and Brendan Matkin and Susan Rowley and Jordan Wilson}, title = {Design Interactions in ?elewkw - Belongings}, abstract = {Craft is characterized by tacit knowledge, which is featured as embodiment and contextualization. In the circumstances that the rural craft learning socio-cultural context have already changed significantly, this paper tries to probe the issue that how to capture those characteristics of craft knowledge and transfer them successfully into an attractive craft learning experience for rural children. Taking Huayao cross-stitch–an ethic minority Intangible Cultural Heritage in southwest rural China as a case study, the paper regards digital game as a mediated method to arouse the craft learning interest of rural children and facilitate their understanding of craft knowledge. Focusing the acquisition and presentation of craft “Know-How” knowledge in craft, aiming at promoting the learner’s reflective observations in learning experience, this paper proposes a game-based craft learning experience design model and verifies the model with a Huayao Cross-Stitch Game.}, year = {2016}, volume = {10912 LNCS}, pages = {582-594}, publisher = {Springer Verlag}, school = {Springer Verlag}, isbn = {03029743 (ISSN); 9783319922515 (ISBN)}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85050689361&doi=10.1007%2f978-3-319-92252-2_9&partnerID=40&md5=c6e728c79ed97b81b389b58559d149a5}, doi = {10.1007/978-3-319-92252-2_9}, note = {Journal Abbreviation: Lect. Notes Comput. Sci. Pages: 132 Publication Title: Lect. Notes Comput. Sci.}, language = {English}, }