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This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
In recent decades, computer science (CS) has undergone remarkable growth and diversification. Creating attractive, social, or hands-on games has already been identified as a possible approach to get teenagers and young adults interested in…
Children with autism spectrum disorder (ASD) experience challenges in grasping social-emotional cues, which can result in difficulties in recognizing emotions and understanding and responding to social interactions. Social-emotional…
The emergence of the metaverse is being widely viewed as a revolutionary technology owing to a myriad of factors, particularly the potential to increase the accessibility of learning for students with disabilities. However, not much is yet…
The proliferation of mobile applications (apps) has made it crucial to ensure their accessibility for users with disabilities. However, there is a lack of research on the real-world challenges developers face in implementing mobile…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
Motor challenges are prevalent among autistic children, and games are able to simultaneously produce clinically meaningful results and provide a motivating context, but many current solutions are too rigid. We conducted a two-phase…
This study seeks to identify the potential role of AI-driven assistive technologies in enhancing access to libraries for persons with varying degrees of challenges. Traditional libraries pose a problem to many users with vision and…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Nowadays, software is pervasive in our everyday lives. Its sustainability and environmental impact have become major factors to be considered in the development of software systems. Millennials-the newer generation of university…
Although generative artificial intelligence (AI) is not new, recent technological breakthroughs have transformed its capabilities across many domains. These changes necessitate new attention from educators and specialized training within…
Recent breakthroughs in Generative AI (GenAI) are reshaping educational landscapes, presenting challenges and opportunities. While all contexts present unique challenges, rural schools are historically under-resourced, facing persistent…
Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual and it is challenging to enable access to it non-visually due to the mix…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency…
Our study investigates the relationship between accessibility symbols and emerging technologies in supporting disability disclosure. We conducted twenty three remote design creation sessions with semi structured interviews to examine…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Artificial intelligence (AI) literacy is a rapidly growing research area and a critical addition to K-12 education. However, support for designing tools and curriculum to teach K-12 AI literacy is still limited. There is a need for…
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem…