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Mobile gaming applications (apps) have become increasingly pervasive, including a growing number of games designed for children. Despite their popularity, these apps often integrate complex analytics, advertising, and attribution…
During the 2017-18 academic year we carried out a series of coding activities, lasting about 3 months, in a third of the Giulia Falletti primary school in Barolo in Turin (Gena et a., 2020). These activities aimed to teach students not only…
Debugging, finding and fixing bugs in code, is a heterogeneous process that shapes novice learners' self-beliefs and motivation in computing. Our Debugging by Design intervention (DbD) provocatively puts students in control over bugs by…
There is a burgeoning trend of smartphone ownership in Africa due to the low costs of Android smartphones and the global increase in social media usage. Building upon previous works that introduced a smartphone-based coding course to…
Serious games can teach essential coding and testing concepts even to younger audiences. In the Code Critter game critters execute short snippets of block-based code while traversing the game map, and players position magical portals (akin…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Most attention in K-12 artificial intelligence and machine learning (AI/ML) education has been given to having youths train models, with much less attention to the equally important testing of models when creating machine learning…
User friendly tools have lowered the requirements of high-quality game design to the point where researchers without development experience can release their own games. However, there is no established best-practice as few games have been…
When learning to program, students are usually assessed based on the code they wrote. However, the mere completion of a programming task does not guarantee actual comprehension of the underlying concepts. Asking learners questions about the…
Most of the 700 million teenagers everywhere in the world already have their own smartphones, but comparatively few of them have access to PCs, laptops, OLPCs, Chromebooks, or tablets. The free open source non-profit project Catrobat allows…
Recently, workforce shortage has become a popular issue in information technology (IT). One solution to increasing the workforce supply is to increase the number of female IT professionals. This is because there is gender imbalance in…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…
Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research…
We developed a website for kids where they can share new as well as remixed animations and games, e.g., interactive music videos, which they created on their smartphones or tablets using a visual "LEGO-style" programming environment called…
Understanding collaboration patterns in introductory programming courses is essential, as teamwork is a critical skill in computer science. In professional environments, software development relies on effective teamwork, navigating diverse…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
Comics is emerging as a popular medium for providing visual explanations of programming concepts and procedures. Recent research into this medium opened the door to new opportunities and tools to advance teaching and learning in computing.…