01926nas a2200301 4500000000100000008004100001260002000042653001900062653001000081653001700091653001800108653002400126653002500150653001900175653001100194653002400205100001700229700001800246700001100264700001600275700001300291245011500304856015200419300001200571490001500583520098400598020004201582 d bSpringer Verlag10aComputer games10aCraft10aDigital game10aDigital games10aLearning experience10aLearning experiences10aRural children10aSkills10aTechnology transfer1 aDuoduo Zhang1 aYuanyuan Yang1 aTie Ji1 aHuiling Xie1 aYuwei He00aDesigning Craft Learning Experience for Rural Children: A Case Study on Huayao Cross-Stitch in Southwest China 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 a117-1320 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)