Papers and notes

Learning about computational concepts and data

  • Decoding Design Agendas: An Ethical Design Activity for Middle School Students
    Daniella DiPaola, Blakeley H. Payne, Cynthia Breazeal
  • Coming to Your Senses: Promoting Critical Thinking about Sensors through Playful Interaction in Classrooms
    Susan Lechelt, Yvonne Rogers, Nicolai Marquardt
  • SmileyCluster: Supporting Accessible Machine Learning in K-12 Scientific Discovery
    Xiaoyu Wan, Xiaofei Zhou, Zaiqiao Ye, Chase K Mortensen,  Zhen Bai
  • Investigating Children’s Spontaneous Gestures when Programming using TUIs and GUIs
    Abrar Almjally, Kate Howland, Judith Good
  • “Phone Apps Know a Lot About You!” Educating Early Adolescents with Informational Privacy through a Phygital Interactive Book
    Christine Ee Ling Yap, Jung-Joo Lee
  • Youth Making Machine Learning Models for Gesture-Controlled Interactive Media
    Abigail Zimmermann-Niefield, Shawn Polson, Celeste Moreno, R. Benjamin Shapiro
  • Out of Tune: The Relationship between Discord and Learning in a Musical Museum Exhibit for CS Learning
    Duri Long, Tom McKlin, Anna Weisling, William Martin, Steven Blough, Katlyn Voravong, Brian Magerko
  • A Designerly Approach as a Foundation for School Children’s Computational Thinking Skills While Developing Digital Games
    Eva Irene Brooks, Jeanette Sjöberg

Diversity and ethics

  • Can Design Documentaries Disrupt Design for Disability?
    Seray Ibrahim, Asimina Vasalou, Michael Clarke
  • Designing an Online Sex Education Resource for Gender-Diverse Youth
    Calvin Liang, Katie Albertson, Florence Williams, David Inwards-Breland, Sean Munson, Julie Kientz, Kym Ahrens
  • “It’s Your Private Information. It’s Your Life.” Young people’s views of personal data use by online technologies
    Liz Dowthwaite, Helen Creswick, Virginia Portillo, Jun Zhao, Menisha Patel, Elvira Perez Vallejos, Ansgar Koene, Marina Jirotka
  • Not On Any Map: Co-Designing a Meaningful Bespoke Technology with a Child with Profound Learning Difficulties
    Stephanie Robinson, Sion Hannuna, Oussama Metatla
  • Exploring Accessible Programming with Educators and Visually Impaired Children
    Ana Pires, Filipa Rocha, Antonio José de Barros Neto, Hugo Simão, Hugo Nicolau, Tiago Guerreiro
  • 18 Years of Ethics in Child-Computer Interaction Research: A Systematic Literature Review
    Maarten Van Mechelen, Gökçe Elif Baykal, Christian Dindler, Eva Eriksson, Ole Sejer Iversen
  • Enabling Children to Design for Others with Expanded Proxy Design
    Oussama Metatla, Janet Read, Matthew Horton
  • Designing Dyadic Caregiver-Child Personas for Interactive Digital Media Use
    Christie Abel, Thomas Grace
  • Another Decade of IDC Research: Examining and Reflecting on Values and Ethics
    Saba Kawas, Ye Yuan, Akeiylah DeWitt, Qiao Jin, Susanne Kirchner, Abigail Bilger, Ethan O. Grantham, Julie A. Kientz, Andrea Tartaro, Svetlana Yarosh

Conversation agents and robots

  • Exploring Young Children’s Engagement in Joint Reading with A Conversational Agent
    Ying Xu, Mark Warschauer
  • Investigating Family Perceptions and Design Preferences for an In-home Robot
    Bengisu Cagiltay, Hui-Ru Ho, Joseph Michaelis, Bilge Mutlu
  • Better Together: Young Children’s Tendencies to Help a Non-Humanoid Robot Collaborator
    Deanna Kocher, Tamar Kushnir, Keith Green
  • What is a robot? An artistic approach to understand children’s imaginary about robots
    Laura Malinverni, Cristina Valero
  • “Whom would you like to talk with?” Exploring Conversational Agents for Children’s Linguistic Assessment
    Micol Spitale, Silvia Silleresi, Giulia Cosentino, Francesca Panzeri, Franca Garzotto
  • Teachers’ Perspectives on Social Robots in Education: An Exploratory Case Study
    Gijs van Ewijk, Matthijs Smakman, Elly A. Konjin
  • Using Tabletop Robots to promote Inclusive Classroom Experiences
    Isabel Caniço Neto, Wafa Johal, Marta Couto, Hugo Nicolau, Arzu Guneysu Ozgur, Ana Paiva

Science and sustainability

  • “When is the pressure zero inside a container? Mission Impossible”: 7th grade students learn science by constructing computational models using the Much.Matter.in.Motion platform.
    Sharona Levy, Janan Saba, Hagit Hel-Or
  • Phenomenological Programming: a novel approach to designing domain specific programming environments for science learning
    Umit Aslan, Nicholas LaGrassa, Michael Horn, Uri Wilensky
  • Gathering garbage or going green? Shifting Social Perspectives to Empower Individuals with Special Needs
    Sumita Sharma, Krishnaveni Achary, Marianne Kinnula, Netta Iivari, Blessin Varkey
  • Designing to Engage Children in Monitoring Indoor Air Quality: A Participatory Approach
    Sunyoung Kim, Muyang Li, Jennifer Senick, Gediminas Mainelis
  • CCI in the wild: Designing for environmental stewardship through nature-play
    Bronwyn Cumbo, Ole Iversen
  • Augmented Scientific Investigation: Support the Exploration of Invisible “Fine Details” in Science via Augmented Reality
    Shiyan Jiang, Xudong Huang, Charles Xie, Shannon Sung, Rabia Yalcinkaya
  • What do Atoms Feel? Understanding Forces and Energy in Chemical Bonding through the XXX Environment
    Asnat  R. Zohar, Sharona T. Levy

Literacy and language learning

  • A Content Analysis of Voice-based Apps on the Market for Early Literacy Development
    Ying Xu, Mark Warschauer
  • Spelling their Pictures: The Role of Visual Scaffolds in an Authoring App for Young Children’s Literacy and Creativity
    Sneha Priscilla Makini, Ini Oguntola, Deb Roy
  • An English Language Learning Study with Rural Chinese Children Using an Augmented Reality App
    Min Fan, Alissa Antle
  • Guiding the Selection of Child Spellchecker Suggestions using Audio and Visual Cues
    Brody Downs, Aprajita Shukla, Mikey Krentz, Maria Soledad Pera, Casey Kennington, Jerry Fails, Katherine Landau Wright
  • “Try Your Best”: Parent Behaviors During Administration of an Online Language Assessment Tool for Bilingual Mandarin-English Children
    Yao Du, Katie Salen, Li Sheng
  • Ding- Dong: The Storybell and Its Wizard
    Laura Boffi
  • Collaborative Comic-Based Digital Storytelling With Primary School Children
    Carolina Rutta, Gianluca Schiavo, Massimo Zancanaro, Elisa Rubegni
  • Ebook presentation styles and their impact on the learning of children
    Hsiu-Feng Wang, Chiu, Ming-Chi Chiu

Wellbeing and health

  • Otter this World: Can a Mobile Application Promote Children’s Connectedness to Nature?
    Saba Kawas, Nicole Kuhn, Mina Tari, Alexis Hiniker, Katie Davis
  • The Thinking Cap 2.0: Preliminary Study on Fostering Growth Mindset of Children by means of Electroencephalography and Perceived Magic using Artifacts from Fictional Sci-Fi Universes
    Nataliya Kosmyna, Alexandra Gross, Pattie Maes
  • Pengunaut Trainer: A Playful VR App To Prepare Children for MRI Examinations – In-depth Game Design Analysis
    Stefan Liszio, Linda Graf, Oliver Basu, Maic Masuch
  • Therapist Vibe: Children’s Expressions of their Emotions through Storytelling with a Chatbot
    Kyle-Althea Francesca Anne Santos, Ethel Ong, Ron Resurreccion
  • Identifying Opportunities and Challenges: How Children Use Technologies for Managing Diabetes
    Ji Youn Shin, Bree Holtz
  • Exploring an Augmented Reality Social Learning Game for Elementary School Students
    Jingya Li, Erik D. van der Spek, Xiaoyu Yu, Jun Hu, Loe Feijs
  • LifeTrack: Co-design of a Personal Informatics Tool for Youth
    Kyrill Potapov, Paul Marshall
  • Puppy Island: Theory-Driven Design of a Serious Game for Young Children with Cystic Fibrosis
    Mitchell McEwan, Cody Phillips, Peta Wyeth, Daniel Johnson

Designing for learning and engagement

  • Using Sensing Technologies to Explain Children’s Self-Representation in Motion-Based Educational Games
    Serena Lee-Cultura, Kshitij Sharma, Sofia Papavlasopoulou, Symeon Retalis, Michail Giannakos
  • Engaging Families around Museum Exhibits: Comparing Tangible and Multi-touch Interfaces
    Michael Horn, Amartya Banerjee, David Bar-El, Izaiah Hakim Wallace
  • Supporting Children’s Math Learning with Feedback-Augmented Narrative
    Sherry Ruan, Jiayu He, Rui Ying, Jonathan Burkle, Dunia Hakim, Anna Wang, Yufeng Yin, Lily Zhou, Qianyao Xu, Abdallah AbuHashem, Griffin Dietz, Elizabeth Murnane, Emma Brunskill, James A. Landay
  • How Do We Design for Concreteness Fading? Survey, General Framework, and Design Dimensions
    Sangho Suh, Martinet Lee, Edith Law
  • Techniques for Augmented-Tangibles on Mobile Devices for Early Childhood Learning
    Victor Cheung, Alissa Antle, Shubhra Sarker, Min Fan, Jianyu Fan, Philippe Pasquier
  • A Blue Whale Street Art as a Landmark: Extracting landmarks from Children Cognitive Maps for the Design of Locative Systems
    Cláudia Silva, Catia Prandi, Nuno Jardim Nunes, Valentina Nisi
  • Giggle Gauge: A Self-Report Instrument for Evaluating Children’s Engagement with Technology
    Griffin Dietz, Zachary Pease, Brenna McNally, Elizabeth Foss
  • “It’s just too much”: Exploring Children’s Views of Boredom and Strategies to Manage Feelings of Boredom
    Danielle Begnaud, Merijke Coenraad, Naishi Jain, Dhruvi Patel, Elizabeth Bonsignore
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