- Teaching and Learning Programming
- Child Development and Digital Technology
- Educational Games and Gamification
- Innovative Human-Technology Interaction
- Innovative Teaching and Learning Methods
- Mobile Learning in Education
- Impact of Technology on Adolescents
- Innovative Education and Learning Practices
- ICT in Developing Communities
- Design Education and Practice
- Digital Games and Media
- Open Source Software Innovations
- Interactive and Immersive Displays
- Online Learning and Analytics
- Social Media and Politics
- Literacy, Media, and Education
- Gender and Technology in Education
- Privacy, Security, and Data Protection
- Youth Development and Social Support
- Augmented Reality Applications
- Education and Technology Integration
- Software Engineering Techniques and Practices
- Service-Learning and Community Engagement
- Children's Rights and Participation
- E-Learning and Knowledge Management
University of Colorado System
2018-2024
University of Colorado Boulder
2016-2024
Columbia University
2023
Utah State University
2023
University of California, Irvine
2023
New York University Press
2020
Massachusetts Institute of Technology
2009-2016
Human Media
2012-2014
Northwestern University
2011
This paper presents a survey of computational kits that enable young children (ages 7 years old and under) to explore computing ideas practices. We examined physical, virtual, hybrid across three different perspectives: how they are designed, support concepts practices, engage in range projects activities. Based on our analysis, we present design suggestions opportunities expand the possibilities can computing, what kinds make, explore.
In this paper, we investigate the support of online creative collaborations among young programmers in Scratch. We designed and implemented two collaboration events, Collab Challenge Camp, January 2011 August 2011, respectively, which members Scratch community were invited to work together on programming projects. This paper explores what learned from iteratively designing implementing second event Camp. our analyses, reflect how changes context (context), opportunities for finding...
StarLogo The Next Generation ( TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity create games simulation models with first-person perspective. authors theorize that student learning complex simulations can be motivated improved by transforming phenomena (specifically this study examines including epidemics Newtonian motion) into games. Through...
As education researchers, policymakers, and industry leaders recognize the importance of computing, many coding kits (toys apps) have emerged to help young children learn code at home. However, how parents perceive support their children's use home are less understood. In this study, we performed semi-structured interviews with eighteen who obtained for use. The results show expected kids fun meaningful interactions kits. supporting play, took on various roles, mostly acting as spectator,...
HCI researchers have been investigating family dynamics with new and emerging technologies during joint media engagement (JME) experiences. However, most studies describe from parents' perspectives, such as their roles mediation practices, while the agency of other members are less understood. In this paper, we examine through lens negotiation between members. Our study is located within an informal learning program called Family Creative Learning, where families non-dominant groups were...
Reflecting on the 25th anniversaries of invention World Wide Web by Sir Tim Berners-Lee and adoption Convention Rights Child US General Assembly, Berkman Center for Internet & Society at Harvard University UNICEF co-hosted in April 2014 — collaboration with PEW Internet, EU Kids Online, (ISOC), Family Online Safety Institute (FOSI), YouthPolicy.org a first its kind international symposium children, youth, digital media to map explore global state relevant research practice, share discuss...
Remote online laboratories enable students to conduct scientific investigations using real experimental equipment. However, scaling up remote labs may require significant costs in purchasing and maintaining expensive equipment compared simulated labs. While these are a consequence of physical equipment, we argue that there unique educational advantages This paper presents the results preliminary study student perceptions lab comparison an identical experience with data. The findings reveal...
Learning around artificial intelligence (AI)-powered technologies that attends to power is an urgent and widely felt priority among the learning sciences CS ed broadly. Popular approaches AI education focus on technical skills, with far less theoretical practical work critical justice-centered learning. Adding this literature, we discuss tool design observed interactions in Drag vs workshops, where participants use hands-on makeup art as a medium for fooling, subverting, refusing facial...
Parental mediation literature is mostly situated in the contexts of television, Internet use, video games, and mobile devices, while there less understanding how parents mediate their children's engagement with educational-focused media. We examine parental involvement young use a creation-oriented educational media, i.e., coding kits, from perspective through an interview study. frame parents' practices along three dimensions: (1) creative mediation, where to support creating learning...
In public discourse, and in the governance of online communities, young people are often denied agency. Children frequently considered objects to protect, safeguard, manage. Yet as children go from very early ages, they develop emergent forms civic political engagement. appropriate affordances digital platforms order discuss, connect, act with their peers communities. this paper, we analyze engagement Scratch Online, a creative community where around world learn programming by designing...
Many toys and kits have been developed to help cultivate computational thinking in young children the past decade. However, a majority of these ask move robot/character around limited space, constraining what could otherwise be generative creative learning experiences into pre-defined activities challenges with uniform outcomes. How can we expand program how they create code? In this work, present CodeAttach, kit designed engage through physical play activities. CodeAttach consists three...
In this paper, we investigate the opportunities and limitations that emerge when engage youth their families in creating sharing stories with a computational construction kit, specifically ScratchJr programming environment. We examine participation of children Family Creative Learning program, culturally responsive computing context engages to create share computing. Our findings highlight ways discovered new possibilities for storytelling using but they also experienced challenges...
Many technological interventions have leveraged physical activity (PA, i.e., activities that involve whole-body movements) to provide young people with active and productive learning experiences. However, there is a lack of systematic understanding how PA can serve as medium—for example, support design technologies PA-based learning. This paper conducts literature review (N = 141) PA-based, technology-mediated experiences for focus on supports learning, what are involved, the associated...
research-article Share on Youth civic engagement through computing: cases and implications Authors: Junnan Yu University of Colorado Boulder BoulderView Profile , Janet Ruppert Ricarose Roque Ben Kirshner Authors Info & Claims ACM InroadsVolume 11Issue 4December 2020 pp 42–51https://doi.org/10.1145/3432727Online:12 November 2020Publication History 1citation193DownloadsMetricsTotal Citations1Total Downloads193Last 12 Months74Last 6 weeks5 Get Citation AlertsNew Alert added!This alert has been...
Educational institutions, whether they are formal or informal, present a work environment in which technology, and social cultural interactions mediate unfolding work. The interaction between CSCW the of education can hold great potential for both improving educational institutions as well providing greater explanatory power to theories that support groups designs instantiated those theories. goal this workshop is build community interested intersection practice.
The COVID-19 pandemic has dramatically shifted family life across home, work, and education, especially families from nondominant groups. As schools other educational programs moved online, parents became the primary facilitators for their children's learning. In this we conducted semi-structured interviews with 22 Insights highlight technology-based learning experiences of young children during pandemic, how facilitated these experiences, challenges encountered in experiences. We summarize...