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Modeling the creative mathematical sensemaking that characterizes expert thinking in physics is typically a struggle for new learners. To help students learn to reason this way, we created a set of supplemental activities called Physics…
Individuals with Intellectual and Developmental Disabilities (IDD) have unique needs and challenges when working with data. While visualization aims to make data more accessible to a broad audience, our understanding of how to design…
Dialogic learning fosters motivation and deeper understanding in education through purposeful and structured dialogues. Foundational models offer a transformative potential for child-robot interactions, enabling the design of personalized,…
In an exploratory study on educational child-robot interaction we investigate the effect of alternating a learning activity with an additional shared activity. Our aim is to enhance and enrich the relationship between child and robot by…
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…
We will share on the use of Tracker as a pedagogical tool in the effective learning and teaching of physics performance tasks taking root in some Singapore Grade 9 (Secondary 3) schools. We discuss the pedagogical use of Tracker help…
Teaching data science presents unique challenges and opportunities that cannot be fully addressed by simply borrowing pedagogical strategies from its parent disciplines of statistics and computer science. Here, we present ten simple rules…
This chapter narrates the journey of developing and integrating computing into the physics curriculum through three consecutive courses, each tailored to the learners' level. It starts with the entry-level "Physics Playground in Python" for…
Traditional data in Digital Humanities projects bear various formats (structured, semi-structured, textual) and need substantial transformations (encoding and tagging, stemming, lemmatization, etc.) to be managed and analyzed. To fully…
The abundance of multimedia data and information is challenging educators to effectively search, browse, access, use, and store the data for their classroom teaching. However, many educators could still be accustomed to teaching or…
Learning data storytelling involves a complex web of skills. Professional and academic educational offerings typically focus on the computational literacies required, but professionals in the field employ many non-technical methods;…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
Incorporating computer programming exercises into introductory physics is a delicate task that involves a number of choices that may have an effect on student learning. We present a "hybrid" approach that speaks to a number of common…
Block-based programming environments such as Scratch are an essential entry point to computer science. In order to create an effective learning environment that has the potential to address the gender imbalance in computer science, it is…
The increasing availability of digital tools for education offers significant opportunities to enhance teaching practices and student engagement. This study presents a structured categorization of online educational tools based on their…
Data-art blends visualisation, data science, and artistic expression. It allows people to transform information and data into exciting and interesting visual narratives. Hosting a public data-art hands-on workshop enables participants to…
We describe a multidisciplinary collaboration to iteratively design an interactive exhibit for a public science center on paleoclimate, the study of past climates. We created a data physicalisation of mountains and ice sheets that can be…
A practical approach to robot reinforcement learning is to first collect a large batch of real or simulated robot interaction data, using some data collection policy, and then learn from this data to perform various tasks, using offline…
A summary of an experimental course on algebraic curves is given that was held for young learners at age 11. The course was a part of Epsilon camp, a program designed for very gifted students who have already demonstrated high interest in…
In order to build agents with a rich understanding of their environment, one key objective is to endow them with a grasp of intuitive physics; an ability to reason about three-dimensional objects, their dynamic interactions, and responses…