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Virtual learning environments are a useful modality for engaging students in the classroom by affording them a sense of presence and immersion. The motivation of this project was to create an open-source augmented reality electrical circuit…
In addition to user-generated content, Open Educational Resources are increasingly made available on the Web by several institutions and organizations with the aim of being re-used. Nevertheless, it is still difficult for users to find…
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have…
Accessibility is one of the most important features in the design of robots and their interfaces. This thesis proposes methods that improve the accessibility of robots for three different target audiences: consumers, researchers, and…
In this paper we present the Open Software Services for Classrooms and Research (OSSCAR) platform. OSSCAR provides an open collaborative environment to develop, deploy and access educational resources in the form of web applications. To…
This paper introduces Archer, a community-based computing resource for computer architecture research and education. The Archer infrastructure integrates virtualization and batch scheduling middleware to deliver high-throughput computing…
Flipped learning is a method that flips in/out class activities to make lectures learner-centered. In flipped learning, comments from learners on preparation material are useful information for instructors to consider before deciding…
A phaser is an expressive synchronization construct that unifies collective and point-to-point coordination with dynamic task parallelism. Each task can participate in a phaser as a signaler, a waiter, or both. The participants in a phaser…
Many Web platforms rely on user collaboration to generate high-quality content: Wiki, Q&A communities, etc. Understanding and modeling the different collaborative behaviors is therefore critical. However, collaboration patterns are…
In this paper we argue that there is a trade-off between generativity and originality in online communities that support open collaboration. We build on foundational theoretical work in peer production to formulate and test a series of…
The facilitation of STEM education can be enhanced by the provision of opportunities for learners to gain a better understanding of science through the utilization of tangible and visual examples. The objective of this work is to present an…
Our aim is to propose a collaborative methodological approach centred on learners and based on the Web 2.0 tools in order to make E-learning 2.0. It is based on a process consisting of four iterative steps which are: grouping,…
Participatory citizen platforms are innovative solutions to digitally better engage citizens in policy-making and deliberative democracy in general. Although these platforms have been used also in an engineering context, thus far, there is…
Participatory design in digital civics aims to foster mutual learning and co-creation between public services and citizens. However, rarely do we collectively explore the challenges and failures we experience within PD and digital civics,…
Visual programming environments are increasingly part of the curriculum in schools. Their potential for promoting creative thinking of students is an important factor in their adoption. However, there does not exist a standard approach for…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Effective use of parallel and distributed computing in science depends upon multiple interdependent entities and activities that form an ecosystem. Active engagement between application users and technology catalysts is a crucial activity…
Knowledge sharing plays a crucial role throughout all software application development activities. When programmers learn and share through media like Stack overflow, GitHub, Meetups, videos, discussion forums, wikis, and blogs, every…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
Maker culture and DIY practices are central to democratizing the design of technology; enabling non-designers (future end-users) to actively participate in the design process. However, little is known about how individuals from…