02101nas a2200361 4500000000100000000000100001008004100002260002000043653003300063653003400096653003300130653002300163653002100186653002500207653002300232653001600255653002100271653002700292653002500319653003500344100001800379700001800397700001700415700001900432700001700451700001800468245004800486856015200534300001200686490001500698520098400713020004201697 2016 d bSpringer Verlag10aIntangible cultural heritage10aIntangible cultural heritages10aInteractive computer systems10aCultural knowledge10aDigital heritage10aTangible interaction10aAdvisory committee10aC∂sna∂m10aDesign decisions10aMuseum of Anthropology10aMusqueam indian band10aUniversity of British Columbia1 aReese Muntean1 aKate Hennessy1 aAlissa Antle1 aBrendan Matkin1 aSusan Rowley1 aJordan Wilson00aDesign Interactions in ?elewkw - Belongings uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85050689361&doi=10.1007%2f978-3-319-92252-2_9&partnerID=40&md5=c6e728c79ed97b81b389b58559d149a5 a582-5940 v10912 LNCS3 aCraft 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. a03029743 (ISSN); 9783319922515 (ISBN)