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Accessibility is one of the most important features in the design of robots and their interfaces. This thesis proposes methods that improve the accessibility of robots for three different target audiences: consumers, researchers, and…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Distance education has expanded significantly over the last decade, but the natural sciences have lagged in the implementation of this instructional mode. The abrupt onset of the COVID-19 pandemic left educational institutions scrambling to…
In the era of AI-driven language technologies, the participation of deaf communities in sign language technology development, often framed as co-creation, is increasingly emphasized. We present a reflexive case study of two Horizon 2020…
In the last decade, crowdsourcing has become a popular method for conducting quantitative empirical studies in human-machine interaction. The remote work on a given task in crowdworking settings suits the character of typical…
Studies indicate that much of the software created today is not accessible to all users, indicating that developers don't see the need to devote sufficient resources to creating accessible software. Compounding this problem, there is a lack…
Remote collaboration systems have become increasingly important in today's society, especially during times where physical distancing is advised. Industry, research and individuals face the challenging task of collaborating and networking…
The rapid move to remote work due to COVID-19 social distancing policies has slowed or stopped most in-person qualitative user research activities. The limitation on in-person activities has pushed many user researchers to consider how they…
Artificial Intelligence (AI) education is an increasingly popular topic area for K-12 teachers. However, little research has investigated how AI education can be designed to be more accessible to all learners. We organized co-design…
In this paper, the use of cost-effective, custom home experiment kits for remote teaching of first-semester introductory physics labs is described. The kit experiments were designed to match the existing onsite lab experiment learning goals…
We present Breakout, a group interaction platform for online courses that enables the creation and measurement of face-to-face peer learning groups in online settings. Breakout is designed to help students easily engage in synchronous,…
ChatGPT, launched in November 2022, has gained widespread attention from students and educators globally, with an online report by Hu (2023) stating it as the fastest-growing consumer application in history. While discussions on the use of…
Humans can fluidly adapt their interest in complex environments in ways that machines cannot. Here, we lay the groundwork for a real-world system that passively monitors and merges neural correlates of visual interest across team members…
Top-down, user-centered thinking is not typically a strength of all students, especially tech-savvy computer science-related ones. We propose Human-Robot Interaction (HRI) introductory courses as a highly suitable opportunity to foster…
The shortage of high-quality teachers is one of the biggest educational problems faced by underdeveloped areas. With the development of information and communication technologies (ICTs), China has begun a remote co-teaching intervention…
The landscape of educational practices for teaching and learning languages has been predominantly centered around outcome-driven approaches. The recent accessibility of large language models has thoroughly disrupted these approaches. As we…
Online learning has soared in popularity in the educational landscape of COVID-19 and carries the benefits of increased flexibility and access to far-away training resources. However, it also restricts communication between peers and…
Feedback is one of the most crucial components to facilitate effective learning. With the rise of large language models (LLMs) in recent years, research in programming education has increasingly focused on automated feedback generation to…
In the Summer of 2020, as COVID-19 limited in-person research opportunities and created additional barriers for many students, institutions either canceled or remotely hosted their Research Experience for Undergraduates (REU) programs. The…
Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place…