Related papers: The Magic Word: A Coding Tutorial-Game to Engage F…
Collaboration is crucial in Software Engineering (SE), yet factors like gender bias can shape team dynamics and behaviours. This study examines an eight-week project involving 39 SE students across eight teams contributing to GitHub…
As Machine Learning (ML) systems becomes more ubiquitous, ensuring the fair and equitable application of their underlying algorithms is of paramount importance. We argue that one way to achieve this is to proactively cultivate public…
With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to…
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…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Over the past decade, predictive language modeling for code has proven to be a valuable tool for enabling new forms of automation for developers. More recently, we have seen the advent of general purpose "large language models", based on…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
As part of an educational project proposed in Italian preschools, an educator followed a tested protocol proposing two chosen iPad apps to children of ages 5 to 6. Though her interventions were supposedly aimed at strengthening the number…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
As artificial intelligence/machine learning (AI/ML) applications become more pervasive in youth lives, supporting them to interact, design, and evaluate applications is crucial. This paper positions youth as auditors of their peers'…
Learning Games (LGs) are promising pedagogical tools but their design still remains experimental. Inspired by design-pattern based methods, recommended in educational domains, we propose a methodology and a model to analyze the scenario of…
Gamification is an emerging technique to enhance motivation and performance in traditionally unengaging tasks like software testing. Previous studies have indicated that gamified systems have the potential to improve software testing…
In recent years, the fields of artificial intelligence and web-based programming have seen tremendous advancements, enabling developers to create dynamic and interactive websites and applications. At the forefront of these advancements,…
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…
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…
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper…
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…