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Mobile agents research is clearly aiming towards imposing agent based development as the next generation of tools for writing software. This paper comes with its own contribution to this global goal by introducing a novel unifying framework…
Several studies indicate that attracting students to research careers requires to engage them from early undergraduate years. Following this paradigm, our Engineering School has developed an undergraduate research program that allows…
Educational technologies often misalign with instructors' pedagogical goals, forcing adaptations that compromise teaching efficacy. In this paper, we present a case study on the co-development of curriculum and technology in the context of…
TalkMoves is an innovative application designed to support K-12 mathematics teachers to reflect on, and continuously improve their instructional practices. This application combines state-of-the-art natural language processing capabilities…
Block-Based Programming (BBP) platforms, such as Snap!, have become increasingly prominent in K-12 computer science education due to their ability to simplify programming concepts and foster computational thinking from an early age. While…
The growth of smartphone users globally is a factor that educational technologists should not ignore. This ever-growing market will eventually lead to ubiquitous learning (u-learning). The development of specific content should be replaced…
Game jams are a way to create games under fast-paced conditions and certain constraints. The increase in game jam events all over the world, their engaging and creative nature, with the aim of sharing results among players can be seen in…
The present study introduces an Android based application that focuses on promoting students' learning experience when interacting with Lego Mindstorms Robotic Kit NXT. A thorough investigation of the current literature reveals that there…
Mobile devices have been playing vital roles in modern day education delivery as students can access or download learning materials on their smartphones and tablets, they can also install educational apps and study anytime, anywhere. The…
We study the problem of teaching via demonstrations in sequential decision-making tasks. In particular, we focus on the situation when the teacher has no access to the learner's model and policy, and the feedback from the learner is limited…
The increasing prevalence of mobile apps has led to a proliferation of resource usage scenarios in which they are deployed. This motivates the need to specialize mobile apps based on diverse and varying preferences of users. We propose a…
This paper introduces a novel, generic active learning method for one-class classification. Active learning methods play an important role to reduce the efforts of manual labeling in the field of machine learning. Although many active…
This paper reports on progress towards building an online language learning tool to provide learners with conversational experience by using dialog systems as conversation practice partners. Our system can adapt to users' language…
The high cost of robotic platforms limits students' ability to gain practical skills directly applicable in real-world scenarios. To address this challenge, this paper presents TARA, a low-cost, 3D-printed robotic arm designed for…
Quantum computing presents a double-edged sword: while it has the potential to revolutionize fields such as artificial intelligence, optimization, healthcare, and so on, it simultaneously poses a threat to current cryptographic systems,…
Substantial research indicates that active learning methods improve student learning more than traditional lecturing. Accordingly, current studies aim to characterize and evaluate different instructors' implementations of active learning…
This paper introduces Aptly, a platform designed to democratize mobile app development, particularly for young learners. Aptly integrates a Large Language Model (LLM) with App Inventor, enabling users to create apps using their natural…
The pedagogy of teaching and learning has changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing…
Active learning methods increase classification quality by means of user feedback. An important subcategory is active learning for outlier detection with one-class classifiers. While various methods in this category exist, selecting one for…
Peer-customer is a mechanism to pair student teams with customers in hands-on curriculum courses. Each student pitches a problem they want someone else in the class to solve for them. The use of peer-customers provides practical and…