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Artificial intelligence (AI) is everywhere, with many children having increased exposure to AI technologies in daily life. We aimed to understand middle school girls' (a group often excluded group in tech) perceptions and knowledge gaps…
Software Architecture, from definition to maintenance and evolution, is a complex aspect of software development and, consequently, a challenging subject when it comes to teaching it, and learning it. Many research efforts have been devoted…
Most software applications contain graphics such as charts, diagrams and maps. Currently, these graphics are designed with a ``one size fits all" approach and do not cater to the needs of people with disabilities. Therefore, when using…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
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…
The introductory programming sequence has been the focus of much research in computing education. The recent advent of several viable and freely-available AI-driven code generation tools present several immediate opportunities and…
Higher education provides a solid theoretical and practical, but mostly technical, background for the aspiring software developer. Research, however, has shown that graduates still fall short of the expectations of industry. These…
Background: A growing amount of software is available to children today. Children use both software that has been explicitly developed for them and software for general users. While they obtain clear benefits from software, such as access…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Research on how the popularization of generative Artificial Intelligence (AI) tools impacts learning environments has led to hesitancy among educators to teach these tools in classrooms, creating two observed disconnects. Generative AI…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
The introduction of generative artificial intelligence applications to the public has led to heated discussions about its potential impacts and risks for K-12 education. One particular challenge has been to decide what students should learn…
Students with disabilities are enrolling in postsecondary education in increasing numbers and in science, technology, engineering, and mathematics (STEM) at steady rates since the early 1990s. Specifically, in 2014, the National Center on…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
Population aging and the ubiquity of technology in everyday life have made designing solutions for older adults a necessity. User-centered and participatory design approaches include elderly users in the software development process to some…
Cryptography has a pivotal role in securing our digital world. Nonetheless, it is a challenging topic to learn. In this paper, we show that despite its complex nature, dyslexia$-$a learning disorder that influences reading and writing…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Instructors play a pivotal role in integrating AI into education, yet their adoption of AI-powered tools remains inconsistent. Despite this, limited research explores how to design AI tools that support broader instructor adoption. This…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…