Related papers: Making Design Practices Visible to Young Learners
Reform documents advocate for innovative pedagogical strategies to enhance student learning. A key innovation is the integration of science and engineering practices through Engineering Design (ED)-based physics laboratory tasks, where…
Digital platforms enable the observation of learning behaviors through fine-grained log traces, offering more detailed clues for analysis. In addition to previous descriptive and predictive log analysis, this study aims to simultaneously…
Despite remarkable progress in computer vision, modern recognition systems remain fundamentally limited by their dependence on rich, redundant visual inputs. In contrast, humans can effortlessly understand sparse, minimal representations…
Infants learn actively in their environments, shaping their own learning curricula. They learn about their environments' affordances, that is, how local circumstances determine how their behavior can affect the environment. Here we model…
Robot control problems are often structured with a policy function that maps state values into control values, but in many dynamic problems the observed state can have a difficult to characterize relationship with useful policy actions. In…
There are numerous opportunities for engaging in research at the intersection of psychology and visualization. While most opportunities taken up by the VIS community will likely focus on the psychology of users, there are also opportunities…
As digital systems increasingly rely on pervasive data collection and inference, educating future designers and researchers about Usable Privacy has become a critical need for HCI. However, privacy education in higher education is often…
Recent advances in robot learning have enabled robots to become increasingly better at mastering a predefined set of tasks. On the other hand, as humans, we have the ability to learn a growing set of tasks over our lifetime. Continual robot…
Wearable technologies have traditionally been used to measure and monitor vital human signs for well-being and healthcare applications. However, there is a growing interest in using and deploying these technologies to facilitate teaching…
This paper presents the course design titled "Learning Management" of which the goal is to "learn collaborative learning" for a first-year undergraduate student. The objective of the class design is to help transform the student's belief of…
Generative AI creates new opportunities for programming education, but many existing systems remain overly directive, producing lengthy explanations and premature solutions that can overwhelm K-12 novices. In this paper, we present a…
Interventions are central to causal learning and reasoning. Yet ultimately an intervention is an abstraction: an agent embedded in a physical environment (perhaps modeled as a Markov decision process) does not typically come equipped with…
Brain-inspired hyperdimensional computing (HDC) has been recently considered a promising learning approach for resource-constrained devices. However, existing approaches use static encoders that are never updated during the learning…
This paper defends an augmented cognitively oriented "generic-design hypothesis": There are both significant similarities between the design activities implemented in different situations and crucial differences between these and other…
Current changes in society and the education system, cumulated with the accelerated development of new technologies, entail inherent changes in the educational process. Numerous studies have shown that the pandemic has forced a rapid…
The recent shift to remote learning and work has aggravated long-standing problems, such as the problem of monitoring the mental health of individuals and the progress of students towards learning targets. We introduce a novel latent…
Annotation is a central mechanism in visualization design that enables people to communicate key insights. Prior research has provided essential accounts of the visual forms annotations take, but less attention has been paid to the…
Large language models (LLMs) have recently advanced automatic heuristic design (AHD) for combinatorial optimization (CO), where candidate heuristics are iteratively proposed, evaluated, and refined. Most existing approaches search over…
The ASK-IT/Assessing-to-Learn (A2L) project is an attempt to bring a strategic approach to learning, instruction, and communication. ASK-IT/A2L seeks to integrate formative assessment and classroom response system use with physics…
Blended learning is generally defined as the combination of traditional face-to-face learning and online learning. This learning mode has been widely used in advanced education across the globe due to the COVID-19 pandemic's social distance…