Betsy DiSalvo

ORCID: 0000-0003-1804-7387
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Child Development and Digital Technology
  • Innovative Teaching and Learning Methods
  • Innovative Human-Technology Interaction
  • Educational Games and Gamification
  • ICT in Developing Communities
  • Online Learning and Analytics
  • Impact of Technology on Adolescents
  • Social Media and Politics
  • Gender and Technology in Education
  • Digital Games and Media
  • Ethics and Social Impacts of AI
  • Information Systems Theories and Implementation
  • Innovative Approaches in Technology and Social Development
  • Scientific Computing and Data Management
  • Mobile Learning in Education
  • Experimental Learning in Engineering
  • Mobile Crowdsensing and Crowdsourcing
  • Information Systems Education and Curriculum Development
  • Open Education and E-Learning
  • Usability and User Interface Design
  • Data Quality and Management
  • Innovative Education and Learning Practices
  • Big Data and Business Intelligence
  • Design Education and Practice

Georgia Institute of Technology
2016-2025

Atlanta Technical College
2013

Gamification is the buzzword for adding gaming elements such as points or badges to learning experiences make them more engaging and increase motivation. In this paper we explore how Khan Academy has incorporated into its CS platform. By mapping literature on motivational processes popular games critically analyze successful at gamifying their site.

10.1145/2538862.2538946 article EN 2014-02-18

Many young African American males have a passion for video games, but they don't often translate that into learning about computing. Part of the problem is do not identify with computing as social norm within their peer group. This disidentification can negatively impact academic performance and limit opportunities upward mobility. We developed job training program called Glitch Game Testers in which men are trained to 'Sbreak open black box' game consoles learn Perceptions peers' technical...

10.1145/1978942.1979381 article EN 2011-05-07

In response to the recent call for a more intersectionally-aware field of human-computer interaction (HCI), we aim operationalize intersectionality technology design in HCI. We develop our lens by drawing on work Rita Kaur Dhamoon, and use it analyze data collected from multi-sited ethnographic study seven low-resource learning environments Indian states Maharashtra, Tamil Nadu, West Bengal. Our research contributions are threefold. First, extend conversations Intersectional HCI expanding...

10.1145/3196709.3196794 article EN 2018-06-08

In this study we found that search terms would likely be used by parents to find out-of-school computer science (CS) learning opportunities for their children yielded remarkably unproductive results. This is important the field of CS education because, date, there no empirical evidence demonstrates how a lack vocabulary barrier accessing informal opportunities. focuses on experience who do not have privilege and technical when searching children. The findings presented will demonstrate...

10.1145/2538862.2538933 article EN 2014-02-18

The field of Human-Computer Interaction (HCI) aims at securing a lasting impact for technology-based interventions in the context social inequities. Increasingly, HCI scholars are proposing assets-based design as an effective approach towards this issue. Rather than starting from people's needs and deficits, posits that should start deep understanding assets. A pending issue, however, is how to account situated nature assets; is, decide which asset leverage what purpose. Drawing cultural...

10.1145/3313831.3376329 article EN 2020-04-21

The authors present an exploratory study of Black middle school boys who play digital games. was conducted through observations and interviews with American about games as informal learning experience. first goal the is to understand cultural context that students from economically disadvantaged inner-city neighborhoods bring playing second examine how this affects opportunities Third, differences in game are potential factors discrepancy between White male gamers science, technology,...

10.1177/1555412008314130 article EN Games and Culture 2008-02-13

We report on the implementation and evaluation of a three-year program to increase interest in studying computer science (CS) among African American male high school students. Over course 3 years, Glitch Game Tester (Glitch) employed 25 These students tested pre-release digital games, full-time summer part-time year, with an hour each day dedicated learning introductory CS. Initially, only 20% our participants expressed pursing computing as career. After Glitch, 65% have pursued some form...

10.1145/2445196.2445292 article EN 2013-03-06

AbstractWhy would individuals who are capable of learning opt not to? Learning is important for stability and success. It seem rational that students in groups frequently underrepresented or marginalized be motivated to learn. However, negotiation multiple identities self-beliefs can impact motivations For example, young African American males adopt a "cool pose" their approach education. They maintain they do care will try part the existing educational system. To better understand these...

10.1080/10508406.2014.893434 article EN Journal of the Learning Sciences 2014-03-10

Parents' engagement in their children's education is key to academic success and social development. For many parents the U.S., still a struggle partly due lack of communication community-building tools that support broader ecology parenting, or parental ecology. Although current technologies have potential create opportunities improve engagement, little known about impact existing technology's design on We present findings from 63 interviews with an observation parent-school interactions....

10.1145/3078072.3079748 article EN 2017-06-26

Building physical computing projects can enable learners to integrate into a range of interests and disciplines. However, the electronic portion these be difficult. Students are learning new concepts as well how work with tools. This influx information difficult for students retain in their working memory they construct circuits. In this paper, we introduce BitBlox, set modular, solderless Breadboards prototyping BitBlox attempts decrease cognitive load on user by reducing complexity found...

10.1145/2930674.2930708 article EN 2016-06-21

Interaction design is playing an increasingly prominent role in computing research, while professional user experience roles expand. These forces drive the demand for more de- sign instruction HCI classrooms. In this paper, we distill popular approaches to teaching undergraduate and graduate students of HCI. Through a review existing research on pedagogy, international survey 61 educators, analysis textbooks, ex- plore disciplinary perspectives that shape education classroom. We draw our...

10.1145/3322276.3322381 article EN 2019-06-18

The field of Computer-Supported Cooperative Work (CSCW) has long recognized a socio-technical gap complicating the design technologies that can sustainably meet social needs. In response, growing body research advocates for assets-based design, an approach seeks to build upon what individuals and community already have. emphasis on positioning assets rather than needs at center process complicate designers' decisions activities foster, how conduct them, outcomes expect. this paper, we...

10.1145/3479545 article EN Proceedings of the ACM on Human-Computer Interaction 2021-10-13

Computing education suffers from low enrollment and a lack of diversity. Both these problems require changes across the entire computing pipeline. The "Georgia Computes!" alliance, funded by National Science Foundation's Broadening Participation in program, seeks to improve pipeline Georgia. is having measurable effect at each stage pipeline, but has not yet shown an impact whole

10.1145/1508865.1508899 article EN 2009-03-03

In this paper we present a study with young African American men, to gain better understanding of the impacts cultural and gender identity on play practices explore relationship between interest in computing. Our findings indicate that while men video games frequently, their objectives playing may be unlike those who enter computer scientist fields. From discuss implications designing CS learning interventions leverage introduce people computation.

10.1145/1822348.1822356 article EN 2010-06-19

Guided by a human-centered design focus on users' needs, Computer-Supported Collaborative Work (CSCW) research and practice have increasingly explored how to address the multiple inequities affecting historically marginalized groups. A growing body of CSCW Human-Computer Interaction (HCI) research, building upon education community development literature, argues that centering needs dismisses capacity for driving change. Needs-based views often lead designs "here now,'' further marginalizing...

10.1145/3406865.3418594 article EN 2020-10-15

In this paper, we examine the relationship between digital games and interest in computer science. When undertook research, our goal was to expand upon past work that explores video as a positive influence on students' CS. We utilized both quantitative qualitative research methods with large technically academically competent subject pool. hypothesized subjects more years intensity of playing would have stronger While did find small relationship, proportion total responses accounted for by...

10.1145/1536513.1536561 article EN 2009-04-26

With the growing body of qualitative research on HCI and social computing, it is natural that researchers may choose to conduct in a mediated fashion - over telephone or computer networks. In this paper we compare three different data collection technologies: phone, instant message (IM), email. We use quantitative analysis techniques examine differences between methods specifically concerning word count codes. find there are methods, each technology has affordances impact data. Although...

10.1145/2389176.2389218 article EN 2012-10-27

To determine appropriate computer science curricula, educators sought to better understand the different affordances of teaching with a visual programming language (Alice) or text-based (Jython). Although students often preferred one language, that wasn't necessarily from which they learned most.

10.1109/mcg.2014.112 article EN IEEE Computer Graphics and Applications 2014-11-01

Physical computing has grown over the past decade leading to diverse experiences and tools for novices. Despite variety of tools, Arduinos remain a choice in education. However, few studies examine how novices are learning about programming electronics concepts, impact their experience. The research presented reports on qualitative analysis laboratory study which 31 work with Arduino first time. Video audio recordings captured participants' actions thoughts as they used platform blocks-based...

10.1145/3291279.3339427 article EN 2019-07-30

In this paper, we describe and reflect upon the development of critical consciousness workplace democracy within an experimental called DataWorks. Through DataWorks, hire adults from communities historically minoritized in computing education data careers, train them entry-level skills developed through work on client projects. process, workers gain a range skills. Some these are technical, such as programming for analysis; some managerial, scoping bidding projects; others social, perhaps...

10.1145/3637433 article EN Proceedings of the ACM on Human-Computer Interaction 2024-04-17

Participatory design is a growing practice in the field of Human Computer Interaction (HCI). This note review how participatory activities are form learning. The premise this exploration that more than asking participants for their help design. Instead, set methods and practices used to scaffold experience, increasing participants' reflection own knowledge accounting previous so they can fully engage process. active considerations pervious experiences closely tied metacognition number...

10.1145/2858036.2858405 article EN 2016-05-05

We apply Lave & Wenger's construct of a community practice to identify and position members the data work practice, focusing on periphery who have received less attention - as compared full practitioners (e.g., scientists). Reporting results interviews with 19 civic workers perform their main task, we an atypical relationship between subject-domain experts (such our interviewees) community. Our interviewees may computational skill in work, but they extensive varied practices engage...

10.1145/3555198 article EN Proceedings of the ACM on Human-Computer Interaction 2022-11-07

Computer science is not that difficult but wanting to learn it is.

10.1145/1978542.1978552 article EN Communications of the ACM 2011-07-21
Coming Soon ...