Related papers: Empowering Kids to Create and Share Programmable M…
Research on children and youth's participation in different roles in the design of technologies is one of the core contributions in child-computer interaction studies. Building on this work, we situate youth as advisors to a group of high…
The growing use of technology in K--8 classrooms highlights a parallel need for formal learning opportunities aimed at helping children use technology safely and protect their personal information. Even the youngest students are now using…
To make computational thinking appealing to young learners, initial programming instruction looks very different now than a decade ago, with increasing use of graphics and robots both real and virtual. After the first steps, children want…
Creating games together is both a playful and effective way to develop skills in computational thinking, collaboration, and more. However, game development can be challenging for younger developers who lack formal training. While teenage…
This study evaluates the integration of AI-powered robots in early childhood education, focusing on their impact on emotional self-regulation, engagement, and collaborative skills. A ten-week experimental design involving two groups of…
Young people worldwide are participating in ever-increasing numbers in online fan communities. Far from mere shallow repositories of pop culture, these sites are accumulating significant evidence that sophisticated informal learning is…
Online collaborative learning and working are important for everyone including children. However, children still face a lot of difficulties communicating and working together while online, which keeps them from engaging in long-term…
Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the…
In this paper we describe an activity for engaging students in crafting definitions. We explore the strengths of this particular activity as well as the broader implications of engaging students in crafting definitions more generally.
Artificial intelligence (AI) is everywhere, with many children having increased exposure to AI technologies in daily life. We aimed to understand middle school girls' (a group often excluded group in tech) perceptions and knowledge gaps…
Artificial intelligence (AI) algorithms have emerged in the educational domain as a tool to make learning more efficient. Different applications for mastering particular skills, learning new languages, and tracking their progress are used…
Parent-child interaction is critical for child development, yet parents may need guidance in some aspects of their engagement with their children. Current research on educational math robots focuses on child-robot interactions but falls…
Young people are increasingly exposed to adverse effects of data-driven profiling, recommending, and manipulation on social media platforms, most of them without adequate understanding of the mechanisms that drive these platforms. In the…
Teaching Robotics is about empowering students to create and configure robotics devices and program computers to nurture in students the skill sets necessary to play an active role in society. The robot in Figure 1 focuses on the design of…
This workshop proposal focuses on best practices in UI/UX design for AI applications aimed at children, emphasising safety, engagement, and ethics. It aims to address the challenge of measuring the safety, trustworthiness, and reliability…
The Covid pandemic is a clarion call for increased sensitivity to the interconnected nature of social problems facing our world today. A future-oriented education on critical issues, such as those outlined in the United Nations Sustainable…
Many people learn programming independently from online resources and often report struggles in achieving their personal learning goals. Learners frequently describe their experiences as isolating and frustrating, challenged by abundant…
This is a case study of teaching 3D design and 3D printing in a project-based computing course for undergraduate math majors. This article discusses content organization, implementation, project grading, and includes a personal reflection.…
Approximately 400,000 youth in the US are living in foster care due to experiences with abuse or neglect at home. For multiple reasons, these youth often don't receive adequate social support from those around them. Despite technology's…
Computer programs are part of our daily life, we use them, we provide them with data, they support our decisions, they help us remember, they control machines, etc. Programs are made by people, but in most cases we are not their authors, so…