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The main aim of this paper is to discuss how the combination of Web 2.0, social media and geographic technologies can provide opportunities for learning and new forms of participation in an urban design studio. This discussion is mainly…
Designing project-based learning (PBL) demands managing highly interdependent components, a task that both traditional linear tools and purely conversational AI struggle with. Traditional tools fail to capture the non-linear nature of…
Generative Artificial Intelligence (GenAI) is transforming Human-Computer Interaction (HCI) education and technology design, yet its impact remains poorly understood. This study explores how graduate students in an applied HCI course used…
Activity-based learning helps students to learn through participation. A virtual codeathon activity, as part of this learning scheme, was conducted for 180 undergraduate students to focus on analysis and design of solutions to crucial…
Co-design is an effective method for designing software, but implementing it within the clinical setting comes with a set of unique challenges. This makes recruitment and engagement of participants difficult, which has been demonstrated in…
The development of assistive robots for social collaboration raises critical questions about responsible and inclusive design, especially when interacting with individuals from protected groups such as those with disabilities or advanced…
Labeling videos at scale is impractical. Consequently, self-supervised visual representation learning is key for efficient video analysis. Recent success in learning image representations suggests contrastive learning is a promising…
In computer science, students could benefit from more opportunities to learn important, high-level concepts and to improve their learning skills. Peer review is one method to encourage this by providing students with the opportunity to…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Segregation is widespread in all realms of human society. Several influential studies have argued that intolerance is not a prerequisite for a segregated society, and that segregation can arise even when people generally prefer diversity.…
The scope of this paper was to find out how the students in Computer Science perceive different teaching styles and how the teaching style impacts the learning desire and interest in the course. To find out, we designed and implemented an…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
Competitive programming (CP) has been increasingly integrated into computer science curricula worldwide due to its efficacy in enhancing students' algorithmic reasoning and problem-solving skills. However, existing CP curriculum designs…
Context: The increasing reliance on Code Generation Tools (CGTs), such as Windsurf and GitHub Copilot, are revamping programming workflows and raising critical questions about fairness and inclusivity. While CGTs offer potential…
A variety of activities are commonly used in college physics courses including lab, tutorials, and studio curricula. Instructors must choose among using research-based activities, designing their own activities or modifying existing…
Project-based learning (PBL) is an instructional method that is very helpful in nurturing students' creativity, but it requires significant time and energy from both students and teachers. Large language models (LLMs) have been proven to…
Online innovation communities allow for a search for novel solutions within a design space bounded by constraints. Past research has focused on the effect of creative constraints on individual projects, but less is known about how…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
The purpose of this study is to propose a model that predicts the social and psychological factors that affect the individuals collaborative learning outcome in group projects. The model is established on the basis of two theories, namely,…
Cooperative play (co-play) is often positioned as a family-beneficial practice that can strengthen parent-child bonds and support parental mediation in games. Yet co-play in user-generated virtual worlds (UGVWs) can be disrupted by…