Related papers: Comparative Design-Based Research: How Afterschool…
Participatory design in digital civics aims to foster mutual learning and co-creation between public services and citizens. However, rarely do we collectively explore the challenges and failures we experience within PD and digital civics,…
Design skills are increasingly recognized as a core competency for software professionals. Unfortunately, these skills are difficult to teach because design requires freedom and open-ended thinking, but new designers require a structured…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
In our previous work we reported on a linked-courses learning community for underrepresented groups in computer science, finding differences in attitudes and resource utilization between students in the community and other programming…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
Children today encounter social issues -- climate change, conflict, inequality -- through digital technologies, and the design of that encounter shapes whether young people move toward lasting civic engagement or toward anxiety and…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
New methods and technologies for engaging future users and other stakeholders in participatory (design) processes are being developed and proposed. Increasingly, researchers refer to co-creation in order to capture such approaches. However,…
Digital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current…
Academic well-being is deeply influenced by peer-support networks, yet they remain informal, inequitable, and unsustainable, often relying on personal connections and social capital rather than structured, inclusive systems. Additionally,…
Virtual humans (i.e., embodied conversational agents) have the potential to support college students' mental health, particularly in Science, Technology, Engineering, and Mathematics (STEM) fields where students are at a heightened risk of…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
As data visualization gains popularity and projects become more interdisciplinary, there is a growing need for methods that foster creative collaboration and inform diverse audiences about data visualisation. In this paper, we introduce…
Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a…