Related papers: Game Development-Based Learning Experience: Gender…
In open-source software design, the inclusion of women is often highlighted simply to remind programmers that women exist. Yet, little attention is given to how greater gender diversity, specifically women's participation, could…
Software applications continue to challenge user privacy when users interact with them. Privacy practices (e.g. Data Minimisation (DM), Privacy by Design (PbD) or General Data Protection Regulation (GDPR)) and related "privacy engineering"…
Women in computing were among the first programmers in the early 20th century and were substantial contributors to the industry. Today, men dominate the software engineering industry. Research and data show that women are far less likely to…
LLMs are increasingly embedded in programming workflows, from code generation to automated code review. Yet, how gendered communication styles interact with LLM-assisted programming and code review remains underexplored. We present a…
When executed well, project-based learning (PBL) engages students' intrinsic motivation, encourages students to learn far beyond a course's limited curriculum, and prepares students to think critically and maturely about the skills and…
Women are underrepresented in Computer Science disciplines at all levels, from undergraduate and graduate studies to participation and leadership in academia and industry. Increasing female representation in the field is a grand challenge…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Many neurodivergent (ND) children are integrated into mainstream schools alongside their neurotypical (NT) peers. However, they often face social exclusion, which may have lifelong effects. Inclusive play activities can be a strong driver…
Gender diversity in open source software development continues to be a topic of growing interest among researchers, practitioners, and organizations. To date, research has revealed disparities in participation between developers on the…
Context. Pair programming (PP) has been found to increase student interest in Computer Science, particularly so for women, and would therefore appear to be a way to help remedy their under-representation, which could be partially motivated…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore,…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Context: Women face many challenges in their lives, which affect their daily experiences and influence major life decisions, starting before they enroll in bachelor's programs, setting a difficult path for those aspiring to enter the…
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…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Large Language Models (LLMs) often exhibit gender bias, resulting in unequal treatment of male and female subjects across different contexts. To address this issue, we propose a novel data generation framework that fosters exploratory…
Girls remain underrepresented in computing, and rural contexts often compound barriers of access, language, and gender norms. Prior work in computing education highlights that confidence and belonging can shape participation, yet most…