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Visual Programming Tools (VPTs) allow users to create interactive media projects such as games and animations using visual representations of programming concepts. Although VPTs have been shown to have huge potential for teaching children…
Teachers of the visually impaired (TVIs) regularly present tactile materials (tactile graphics, 3D models, and real objects) to students with vision impairments. Researchers have been increasingly interested in designing tools to support…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Autism Spectrum Disorder (ASD) can profoundly affect reciprocal social communication, resulting in substantial and challenging impairments. One aspect is that for people with ASD conversations in everyday life are challenging due to…
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…
Interactive digital storytelling becomes a popular choice for information presentation in many fields. Its application spans from media industry and business information visualization, through digital cultural heritage, serious games,…
Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the…
Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
The use of games within the classroom is in constant growing, however, there are still demands for better solutions to problems such as reconciling leisure with class or the lack of attention of children. This work demonstrates…
Background: Software project management activities help to introduce software process models in Software Engineering courses. However, these activities should be adequately aligned with the learning outcomes and support student's…
Education for sustainable development has evolved to include more constructive approaches and a better understanding of what is needed to align education with the cultural, societal, and pedagogical changes required to avoid the risks posed…
With a vast domain of applications and now having quantum computing hardware available for commercial use, an education challenge arises in getting people of various background to become quantum literate. Quantum Odyssey is a new piece of…
Context: New systems have emerged within the Industry 4.0 paradigm. These systems incorporate characteristics such as autonomy in decision making and acting in the context of IoT systems, continuous connectivity between devices and…
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to…
Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Being able to access software in daily life is vital for everyone, and thus accessibility is a fundamental challenge for software development. However, given the number of accessibility issues reported by many users, e.g., in app reviews,…
Blind and visually impaired (BVI) students face significant challenges in traditional educational settings. While screen readers and braille materials offer some accessibility, they often lack interactivity and real-time adaptability to…
An inclusive science, technology, engineering and mathematics (STEM) workforce is needed to maintain America's leadership in the scientific enterprise. Increasing the participation of underrepresented groups in STEM, including persons with…