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Gender differences were examined in sensitivity to sleep quality, in the context of blue light exposure from smartphones. Our hypothesis was created based on our journal article findings that females are more prone to be inclined to the…
Objectives: When students use generative AI in coursework, what are its persistent effects on their intellectual development? We investigate (RQ1-How) how students' trust in and routine use of genAI affect their cognitive engagement habits…
Since computer science is still mainly male dominated, academia, industry and education jointly seek ways to motivate and inspire girls, for example by introducing them to programming at an early age. The recent COVID-19 pandemic has forced…
The COVID-19 pandemic significantly altered how post-secondary students receive their education. Namely, the transition from an in-person to an online class format changed how students interact with their instructors and their classmates.…
Ideas about how to increase the unconscious participation in interaction between 'a human' and 'a computer' are developed in this paper. Evidence of impact of the unconscious functioning is presented. The unconscious is characterised as…
This study delves into the research question: how does gender influence smartphone ownership and autonomy in using the internet among the youth in rural India? This paper explores the influence of local culture on smartphone ownership and…
Information technology influence higher education in various aspects, including education sector. This article discusses how smartphones facilitate online examination in computer science and information systems students. The research…
Although compelling assessments have been examined in recent years, more studies are required to yield a better understanding of the several methods where assessment techniques significantly affect student learning process. Most of the…
We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and…
Papert's (1980) work with Turtle Geometry offered an early and provocative vision of how digital technologies could be used with young learners. Since then, research on digital technology use has focused on the middle and high school…
To examine associations between screen time and anxiety, depression, behavior or conduct problems, and ADHD among children and adolescents during the pandemic, and to assess whether physical activity, sleep duration, and bedtime regularity…
Loneliness is a critical mental health issue among university students, yet traditional monitoring methods rely primarily on retrospective self-reports and often lack real-time behavioral context. This study explores the use of passive…
This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile…
Multi-agent AI systems, which simulate diverse instructional roles such as teachers and peers, offer new possibilities for personalized and interactive learning. Yet, student-AI interaction patterns and their pedagogical implications remain…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
Generative AI systems have rapidly advanced, with multimodal input capabilities enabling reasoning beyond text-based tasks. In education, these advancements could influence assessment design and question answering, presenting both…
Notifications are one of the most prevailing mechanisms on smartphones and personal computers to convey timely and important information. Despite these benefits, smartphone notifications demand individuals' attention and can cause stress…
The Generation Z (Gen Z), or the digital natives have never experienced a life without the internet. In addition, the advancement of digital technologies such as social media, smart mobile technologies, cloud computing, and the…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
Adaptive mobile device-based health interventions often use machine learning models trained on non-mobile device data, such as social media text, due to the difficulty and high expense of collecting large text message (SMS) data. Therefore,…