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Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
In this position paper we approach problems concerning critical digital and information literacy with ideas to provide more digestible explanations of abstract concepts through interface design. In particular, we focus on social media…
This paper reports on students' readiness for using Metaverse for education in a university in a developing country facing infrastructure and poverty challenges. Covid-19 forced many universities to adopt a hybrid approach to teaching and…
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…
Presenters commonly use slides as visual aids for informative talks. When presenters fail to verbally describe the content on their slides, blind and visually impaired audience members lose access to necessary content, making the…
The development of technologies of multimedia, linked to that of Internet and democratization of high speed, has made henceforth E-learning possible for learners being in virtual classes and geographically distributed. One benefit to taking…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Making and distributing audio recordings of lectures is cheap and technically straightforward, and these recordings represent an underexploited teaching resource. We explore the reasons why such recordings are not more used; we believe the…
Our aim is to propose a collaborative methodological approach centred on learners and based on the Web 2.0 tools in order to make E-learning 2.0. It is based on a process consisting of four iterative steps which are: grouping,…
Teachers of the visually impaired (TVIs) regularly present tactile materials (tactile graphics, 3D models, and real objects) to students with vision impairments. Researchers have been increasingly interested in designing tools to support…
Educational resources, such as web apps and self-directed tutorials, have become popular tools for teaching and active learning. Ideally, students - the intended users of these resources - should be involved in the resource development…
The landscape of educational practices for teaching and learning languages has been predominantly centered around outcome-driven approaches. The recent accessibility of large language models has thoroughly disrupted these approaches. As we…
ICT or Information and Communication Technology has pervaded the fields of education.In recent years the term e-learning has emerged as a result of the integration of ICT in the education fields. Following the application this technology…
Scientific literacy, a central goal of modern science education, should be accessible to all students regardless of their backgrounds. Despite international education reforms focused on diversity, equity and inclusion many teachers struggle…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
As natural language processing (NLP) has recently seen an unprecedented level of excitement, and more people are eager to enter the field, it is unclear whether current research reproducibility efforts are sufficient for this group of…
Amid the growing need to keep learners abreast of rapid technological advancements brought about by the Fourth Industrial Revolution, this study explores perceived needs of students in virtual learning environments supported by emerging…
This mentoring resource is a guide to establishing and running near-peer mentorship programs. It is based on the working knowledge and best practices developed by the Access Network, a collection of nine student-led communities at…
Learning analytics have been argued as a key enabler to improving student learning at scale. Yet, despite considerable efforts by the learning analytics community across the world over the past decade, the evidence to support that claim is…
Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an…