- Child Development and Digital Technology
- Innovative Human-Technology Interaction
- Impact of Technology on Adolescents
- Teaching and Learning Programming
- ICT in Developing Communities
- Education Methods and Technologies
- Digital Games and Media
- Gender and Technology in Education
- Physics and Engineering Research Articles
- Technology Use by Older Adults
- Usability and User Interface Design
- Bullying, Victimization, and Aggression
- Sociology and Education Studies
- Online and Blended Learning
- Digital literacy in education
- Psychology, Coaching, and Therapy
- Persona Design and Applications
- Educational Innovations and Challenges
Institute for Information Management Bremen
2018-2023
University of Bremen
2012-2018
This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss topics related ethical challenges in the design, use of interactive technologies for children. Topics include role big data, impact technology children's social physical ecosystem, consideration ethics participation design technologies, conceptualization
This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss four topics that represent new challenges opportunities for the community. The areas are: interactive technologies children under age of five, technology inclusion, privacy information security in quantified self, maker movement.
This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss topics related challenges brought about by the increasing ubiquity of computing in children's lives, including collection, use "big data". Topics include control ownership data, impact personalization on inclusion, proper role for quantification educational needs children growing up a society with ubiquitous big data.
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies children, older adults, people with disabilities, and other populations are often ignored in design mass-marketed products. --- Juan Pablo Hourcade, Editor
In this paper, we present results from the ongoing research project expertAzubi that seeks to foster learning experiences teen-aged children in work context by providing a Web 2.0 platform, which they can collaborate and build community. This target group grew up as so-called "Digital Natives". Due lack of established concepts how involve teenagers development process chose several methods mainly known user-centered design processes with adults. We report on our applying an exploratory...
Education should ensure that all children can move safely in the digital world, understand phenomena and be able to play an active self-determined role shaping future. A positive informatics-based self-concept (i.e. a regarding topics of informatics school) is important step towards this goal. In study primary school compared between who had informatics1 lessons did not. This introduces questionnaire measures self-concept, which was filled out May June 2019 by from project group (262...
Der vorliegende Beitrag widmet sich der Frage, inwieweit durch das Förderprogramm Digitalpakt bzw. die Schulschliessungen aufgrund Corona-Pandemie Anzeichen Tendenzen eines tief(er)greifenden Transformationsprozesses Digitalisierung für Schulen beschrieben werden können. Im Kern qualitativen Untersuchung stand Organisationsentwicklung im Bereich schulischen Kommunikation und Kollaboration an zehn Bremer Schulen, verbunden mit dort Entwicklungen über einen technik-induzierten Wandel...
No abstract available.
Wie gehen Auszubildende mit dem Internet, vor allem Web 2.0 um? Stimmt das Klischee, dass nicht hinreichend kompetent sind, um sich aktiv online einzubringen? Vor Hintergrund des dualen Systems der beruflichen Ausbildung wird nachgezeichnet, in welcher Lebenssituation die Jugendlichen befinden und inwiefern dies ihre Nutzung Webs beeinflusst. Im Ausblick reflektieren wir, wie digitale Angebote Entwicklung Auszubildenden unterstützen könnten.