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Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing…
Educational chatbots have gained prominence as support tools for teaching programming, particularly in introductory learning contexts. This paper presents a Systematic Mapping Study (SMS) that investigated how such agents have been…
Text entry makes up about one-fourth of the smartphone interaction events, and is known to be challenging and difficult. However, there has been little study about the characteristics of text entry in the context of smartphone app usage. In…
Large Language Models (LLMs) like GPT and Bard are capable of producing code based on textual descriptions, with remarkable efficacy. Such technology will have profound implications for computing education, raising concerns about cheating,…
TouchDevelop is a new programming environment that allows users to create applications on mobile devices. Applications created with TouchDevelop have continued to grow in popularity since TouchDevelop was first released to public in 2011.…
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…
Recent closed-source multimodal systems have made great advances, but their hidden language for understanding the world remains opaque because of their black-box architectures. In this paper, we use the systems' preference bias to study…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
The rapid integration of generative artificial intelligence into education has driven digital transformation in e-teaching, yet user perceptions of AI educational apps remain underexplored. This study performs a sentiment-driven evaluation…
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…
Cyberbullying harms teenagers' mental health, and teaching them upstanding intervention is crucial. Wizard-of-Oz studies show chatbots can scale up personalized and interactive cyberbullying education, but implementing such chatbots is a…
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…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity…
Cyber literacy merits serious research attention because it addresses a confluence of specialization and generalization; cybersecurity is often conceived of as approachable only by a technological intelligentsia, yet its interdependent…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
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…
Based on a large data set of emoji using behavior collected from smartphone users over the world, this paper investigates gender-specific usage of emojis. We present various interesting findings that evidence a considerable difference in…
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…