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This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Consumer applications are becoming increasingly smarter and most of them have to run on device ecosystems. Potential benefits are for example enabling cross-device interaction and seamless user experiences. Essential for today's smart…
We carried out a qualitative study to identify the "missing pieces" in current computing devices and technologies that are preventing people from eliminating paper from their lives. Most of the existing literature has looked into the work…
The objective of our study is to ascertain the present learning behaviors, driving forces, and assessment techniques as perceived by first-year students, and to examine them through the lens of the most recent developments (pandemic, shift…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Recent advancements in eye tracking technology are driving the adoption of gaze-assisted interaction as a rich and accessible human-computer interaction paradigm. Gaze-assisted interaction serves as a contextual, non-invasive, and explicit…
Game development-based approaches are increasingly used to design curricula that can engage students, as these can help them apply and practice learnt computer science concepts. However, it can become complex to develop a minimum working…
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…
The growing interest in accessible software reflects in computing educators' and education researchers' efforts to include accessibility in core computing education. We integrated accessibility in a junior/senior-level Android app…
The present study aims to evaluate the efficiency of the computer assisted English classes and to emphasize the necessity of developing sound methodological strategies adjusted to the new technology. It also present the benefits of using…
Educational games enhance learning experiences by integrating touchscreens, making interactions more engaging and intuitive for learners. However, the cognitive impacts of educational gameplay input modalities, such as the hand and stylus…
A new generation of educational mathematics software is being shaped in ThEdu and other academic communities on the side of computer mathematics. Respective concepts and technologies have been clarified to an extent, which calls for…
As educational technology evolves, the potential of Pedagogical Agents (PAs) in supporting education is extensively explored. Typically, research on PAs has primarily focused on computer-based learning environments, but their use in…
Technology enables a more sustainable and universally accessible educational model. However, technology has brought a paradox into students' lives: it helps them engage in learning activities, but it is also a source of distraction. During…
The large number of reasonably priced computers, Internet broadband connectivity and rich education content has created a global phenomenon by which information and communication technology (ICT) has used to remodel education. E-learning…
Defining abstract algorithmic structures like functions and variables using self-made tangibles can enhance the usability and affordability of the tangible programming experience by maintaining the input modality and physical interaction…
Successful implementation of active learning strategies in the engineering classroom -- and in particular in certain subjects which are highly technological in nature such as, for instance, rocket engines and space propulsion -- means…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
While learning by teaching is a popular pedagogical technique, it is a learning phenomenon that is difficult to study due to variability in the tutor-tutee pairings and learning environments. In this paper, we introduce the Curiosity…
The integration of new technologies in the classrooms opens new possibilities for the teaching and learning process. Technologies such as student response system (e.g. Clicker) are getting popularity among teachers due to its effects on…