Related papers: Girls Create Games: Lessons Learned
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Although female students engage in coding courses, only a small percentage of them plan to pursue computer science (CS) as a major when choosing a career path. Gender differences in interests, sense-of belonging, self-efficacy, and…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Mobile gaming apps are woven into children's daily lives. Given their ongoing cognitive and emotional development, children are especially vulnerable and depend on designs that safeguard their well-being. When apps feature manipulative…
Game creation challenges in schools potentially provide engaging, goal-oriented, and interactive experiences in classes; thereby supporting the transfer of knowledge for learning in a fun and pedagogic manner. A key element of the ongoing…
As programmers write code, they often edit and retry multiple times, creating rich "interaction traces" that reveal how they approach coding tasks and provide clues about their level of skill development. For novice programmers in…
Young learners are increasingly introduced to programming, and one of the main challenges for educators is to achieve learning success while also creating enthusiasm. As it is particularly difficult to achieve this enthusiasm initially in…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
Learning to program could possibly be analogous to acquiring expertise in abstract mathematics, which may be boring or dull for a majority of students. Thus, among the countless options to approach learning coding [1-14], acquiring concepts…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
With the continuous growth of the internet market, games are becoming more and more popular worldwide. However, increased market competition for game demands developers to write more efficient games in terms of performance, security, and…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
Everyone learns to code nowadays. Writing code, however, does not go without testing, which unfortunately rarely seems to be taught explicitly. Testing is often not deemed important enough or is just not perceived as sufficiently exciting.…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
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…
Due to their characteristics, millennials prefer learning-by-doing and social learning, such as project-based learning. However, software development projects require not only technical skills but also creativity; Design Thinking can serve…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
Community-based afterschool programs are valuable spaces for researchers to codesign technologies with direct relevance to local communities. However, afterschool programs differ in resources available, culture, and student demographics in…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
While the body of research focusing on Intelligent Environments (IEs) programming by adults is steadily growing, informed insights about children as programmers of such environments are limited. Previous work already established that young…