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Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
Studies indicate that much of the software created today is not accessible to all users, indicating that developers don't see the need to devote sufficient resources to creating accessible software. Compounding this problem, there is a lack…
Understanding learners' understanding is a key requirement for an efficient design of teaching situations and learning environments, be they digital or not. This keynote outlines the modeling framework cK\cent (conception, knowing, concept)…
This paper explores educational interactions involving humans and artificial intelligences not as sequences of prompts and responses, but as a social process of conversation and exploration. In this conception, learners continually converse…
This article discusses the difficulties that arose when attempting to specify and design a large scale digital learning environment for Scottish schools. This had a potential user base of about 1 million users and was intended to replace an…
This article explores into the intricate design and meticulous construction of a digital platform aimed at revolutionizing early-age English education, particularly for Spanish-speaking children. The focus of this work used an innovative…
Children with congenital heart disease (CHD) often face challenges that require them to understand complex medical information from an early age in order to support lifelong care and improve health outcomes. However, prior research has…
Curiosity is the strong desire to learn or know more about something or someone. Since learning is often a social endeavor, social dynamics in collaborative learning may inevitably influence curiosity. There is a scarcity of research,…
While the pandemic highlighted the critical role technology plays in children's lives, not all Australian children have reliable access to technology. This situation exacerbates educational disadvantage for children who are already amongst…
Recently, introducing computer science and educational robots in compulsory education has received increasing attention. However, the use of screens in classrooms is often met with resistance, especially in primary school. To address this…
This paper focuses on the characteristics of two big triggers that facilitated wide user adoption of the Internet: Web 2.0 and online social networks. We detect brakes for reproduction of these events in Internet of things. To support our…
Live streaming, which allows streamers to broadcast their work to live viewers, is an emerging practice for teaching and learning computer programming. Participation in live streaming is growing rapidly, despite several apparent challenges,…
Responding to misinformation online can be an exhausting and thankless task. It takes time and energy to write effective content, puts users at risk of online harassment, and strains personal relationships. Despite these challenges, there…
Historically, researchers have focused on analyzing WEIRD, adult perspectives on technology. This means we may not have technology developed appropriately for children and those from non-WEIRD countries. In this paper, we analyze children…
Researchers have widely acknowledged the potential of control mechanisms with which end-users of recommender systems can better tailor recommendations. However, few e-learning environments so far incorporate such mechanisms, for example for…
This chapter reviews empirical evidence bearing on the design of online forums for deliberative civic engagement. Dimensions of design are defined for different aspects of the deliberation: its purpose, the target population, the…
This paper describes a new research project that aims to develop a social robot designed to help children cope with painful and distressing medical procedures in a clinical setting. While robots have previously been trialled for this task,…
Explanations have gained an increasing level of interest in the AI and Machine Learning (ML) communities in order to improve model transparency and allow users to form a mental model of a trained ML model. However, explanations can go…
In this paper, we use evidence from a remixing community to evaluate two pieces of common wisdom about collaboration. First, we test the theory that jointly produced works tend to be of higher quality than individually authored products.…
Social networks have risen to prominence over the last years as the predominant form of electronic interaction between individuals. In an attempt to harness the power of the large user base which they have managed to attract, this study…