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COVID-19 has significantly affected universities, forcing many courses to be delivered entirely online. As countries bring the pandemic under control, a potential way to safely resume some face-to-face teaching is the synchronous hybrid…
As the technology continuous to advance new technologies have emerged with the capability to revolutionize knowledge sharing practices. Web 2.0 exemplifies such new technologies which provides dynamic way of interactions of people and…
The COVID-19 pandemic struck education system around the globe and initiated an immediate and complete lockdown of all the educational institutions, to maintain social distancing. CRY (Child Rights and You) in collaboration with RILM…
Digital financial services have catalyzed financial inclusion in Africa. Commonly implemented as a mobile wallet service referred to as mobile money (MoMo), the technology provides enormous benefits to its users, some of whom have long been…
Research-validated multiple-choice questions comprise an easy-to-implement instructional tool that serves to scaffold student learning and formatively assess students knowledge. We present findings from the implementation, in consecutive…
Game-based learning shows real promise for engaging students in well-resourced classrooms, but what about the millions who study in schools with far fewer opportunities? We propose a practical framework for bringing Minecraft Education…
It has become a trend to use study with me (SWM) Livestream to create a personalized study ambiance. However, we still have little understanding of the activities of SWM livestream and the streamer's motivation to produce SWM livestream.…
Context: Kubernetes is an open source software that helps in automated deployment of software and orchestration of containers. With Kubernetes, IT organizations, such as IBM, Pinterest, and Spotify have experienced an increase in release…
The rapid integration of Large Language Models (LLMs) into software engineering practice is reshaping how software testing activities are performed. LLMs are increasingly used to support software testing. Consequently, software testing…
The computing education community endeavors to consistently move forward, improving the educational experience of our students. As new innovations in computing education practice are learned and shared, however, these papers may not exhibit…
Slums, informal settlements, and deprived areas are urban regions characterized by poverty. According to the United Nations, over one billion people reside in these areas, and this number is projected to increase. Additionally, these…
In today's world technology comprises a large aspect of our lives so this study aimed to investigate if using computers and digital tools are better than traditional methods like using textbooks and worksheets for learning math. This study…
Mobile devices have proven to be an appropriate tool in the area of mobile language learning by expanding the horizons of learning beyond the classroom. The power of mobile devices and advanced technologies have created ease of access to…
Symbolic Computation and Satisfiability Checking are two research areas, both having their individual scientific focus but sharing also common interests in the development, implementation and application of decision procedures for…
In the rapidly evolving interdisciplinary field of quantum information science and technology, a major obstacle is the need to understand advanced mathematics to solve complex problems. Current findings in educational research suggest that…
The paper collects preparatory work for interdisciplinary collaboration between three partners, between (1) expertise in improving accessibility of studies for impaired individuals, (2) expertise in developing educational mathematics…
K-12 educators are increasingly using Large Language Models (LLMs) to create instructional materials. These systems excel at producing fluent, coherent content, but often lack support for high-quality teaching. The reason is twofold: first,…
This study examines high school students' acceptance of Arduino technology in a student-led, inquiry-based science class, using the extended Technology Acceptance Model (TAM2) as a guiding framework. Through qualitative analysis of…
Understanding students' preferences and learning satisfaction during COVID-19 has focused on learning attributes such as self-efficacy, performance, and engagement. Although existing efforts have constructed statistical models capable of…
The growing use of technology in K--8 classrooms highlights a parallel need for formal learning opportunities aimed at helping children use technology safely and protect their personal information. Even the youngest students are now using…