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Tablet computers are widely used by young children. A report in 2016 shows that children aged 5 to 15 years are spending more time online than watching TV. A 2017 update of the same report shows that parents are becoming more concerned…
We aim to design robotic educational support systems that can promote socially and intellectually meaningful learning experiences for students while they complete school work outside of class. To pursue this goal, we conducted participatory…
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…
The last decade has seen a rise of Deep Learning with its applications ranging across diverse domains. But usually, the datasets used to drive these systems contain data which is highly confidential and sensitive. Though, Deep Learning…
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…
Adolescents heavily rely on social media to build and maintain close relationships, yet current platform designs often make self-disclosure feel risky or uncomfortable. Through a three-part study involving 19 teens aged 13-18, we identify…
This study examines the effect of adopting cybersecurity concepts on the IT curriculum and determines the potential effect on students' knowledge of cybersecurity practices and level of awareness. To this end, a pilot study was first…
The absence of data protection measures in software applications leads to data breaches, threatening end-user privacy and causing instabilities in organisations that developed those software. Privacy Enhancing Technologies (PETs) emerge as…
Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on…
Learning companion robots for young children are increasingly adopted in informal learning environments. Although parents play a pivotal role in their children's learning, very little is known about how parents prefer to incorporate robots…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
One of the most effective applications of Information and Communication Technology (ICT) is the emergence of E-Learning. Considering the importance and need of E-Learning, recent years have seen a drastic change of learning methodologies in…
Purveyors of malicious network attacks continue to increase the complexity and the sophistication of their techniques, and their ability to evade detection continues to improve as well. Hence, intrusion detection systems must also evolve to…
The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…
The pedagogy of teaching and learning has changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing…
Information security in the context of digital literacy is a digital skill that enables safe and purposeful movement through virtual space. The age limit and frequency of use of the Internet by young generations has been moved back a year…
Hands-on computing education requires a realistic learning environment that enables students to gain and deepen their skills. Available learning environments, including virtual and physical labs, provide students with real-world computer…
Education technologies (edtech) are increasingly incorporating new features built on large language models (LLMs), with the goals of enriching the processes of teaching and learning and ultimately improving learning outcomes. However, the…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
Cyber security is considered a necessity for anyone in todays modern world. Awareness of cyber security standards and best practices have become mandatory to safeguard ones child in this day and age. High schoolers today do not understand…