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- research-articleMarch 2025
Refocusing the lens through which we view affect dynamics: The Skills, Difficulty, Value, Efficacy and Time Model
- Jaclyn Ocumpaugh,
- Nidhi Nasiar,
- Andres Felipe Zambrano,
- Alex Goslen,
- Jessica Vandenberg,
- Jordan Esiason,
- Jonathan Rowe,
- Stephen Hutt
LAK '25: Proceedings of the 15th International Learning Analytics and Knowledge ConferencePages 192–203https://doi.org/10.1145/3706468.3706495For more than a decade, a handful of theoretical models have shaped a substantial amount of the research related to students’ emotional experiences during learning. This research has been productive, but articulating the underlying implicit assumptions ...
- posterFebruary 2025
Predicting Student Reasoning for Self-Reported Affect in Game-Based Learning Environments
- Jordan Esiason,
- Alex Goslen,
- Andres Felipe Zambrano,
- Nidhi Nasiar,
- Stephen Hutt,
- Jonathan Rowe,
- Jaclyn Ocumpaugh,
- Jessica Vandenberg
SIGCSETS 2025: Proceedings of the 56th ACM Technical Symposium on Computer Science Education V. 2Pages 1453–1454https://doi.org/10.1145/3641555.3705232Student affect is widely recognized as a major influence on learning gains and engagement, which has led to the development of many automated affect detectors. However, in order to respond effectively to student affect, we must know how students ...
- posterFebruary 2025
Introducing Reinforcement Learning Concepts to Middle School Students with Game-Based Learning
- Matthew Presson,
- Anisha Gupta,
- Jessica Vandenberg,
- Alex Goslen,
- Wookhee Min,
- Veronica Cateté,
- Bradford Mott
SIGCSETS 2025: Proceedings of the 56th ACM Technical Symposium on Computer Science Education V. 2Pages 1587–1588https://doi.org/10.1145/3641555.3705206As AI tools become increasingly integrated into everyday life, there is a need to expand resources for K-12 AI education. In this work, we introduce a game-based learning activity focusing on teaching reinforcement learning concepts to middle school ...
- posterFebruary 2025
Conceptualizing the Support and Learning of K-2 Educators around Artificial Intelligence in Language Arts
SIGCSETS 2025: Proceedings of the 56th ACM Technical Symposium on Computer Science Education V. 2Pages 1647–1648https://doi.org/10.1145/3641555.3705150In an age where artificial intelligence (AI) plays an increasingly pivotal role in daily life, it is essential to equip our youngest learners with foundational knowledge of AI. The AI by 8 project aims to empower kindergarten through second grade ...
- posterFebruary 2025
"Like a GPS": Analyzing Middle School Student Responses to an Interactive Pathfinding Activity
- Claire Aguiar,
- Dan Carpenter,
- Jessica Vandenberg,
- Alex Goslen,
- Wookhee Min,
- Veronica Cateté,
- Bradford Mott
SIGCSETS 2025: Proceedings of the 56th ACM Technical Symposium on Computer Science Education V. 2Pages 1353–1354https://doi.org/10.1145/3641555.3705115Engaging middle school students in complex computational topics such as AI can pose unique challenges to educators, ranging from simplifying potentially difficult mathematical material to maintaining student interest in the subject. One approach to help ...
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- posterDecember 2024
Leveraging Large Language Models for Automated Assessment of Elementary Students' Block-Based Narrative Programs
- Anisha Gupta,
- Robert Monahan,
- Jessica Vandenberg,
- Andy Smith,
- Rasha Elsayed,
- Kimkinyona Fox,
- James Minogue,
- Kevin Oliver,
- Aleata Hubbard Cheuoua,
- Cathy Ringstaff,
- Bradford Mott
SIGCSE Virtual 2024: Proceedings of the 2024 on ACM Virtual Global Computing Education Conference V. 2Pages 318–319https://doi.org/10.1145/3649409.3691089Recent years have seen increasing awareness of the need to engage young learners in computational thinking (CT). Integrating digital storytelling, where students create short narratives, and CT offers significant potential for promoting interdisciplinary ...
- posterDecember 2024
Student Perspectives on Expressing Academic Emotions in Digital Game-Based Learning
- Alex Goslen,
- Jessica Vandenberg,
- Andres Felipe Zambrano,
- Nidhi Nasiar,
- Stephen Hutt,
- Jaclyn Ocumpaugh,
- Jonathan Rowe
SIGCSE Virtual 2024: Proceedings of the 2024 on ACM Virtual Global Computing Education Conference V. 2Pages 316–317https://doi.org/10.1145/3649409.3691087Game-based learning environments can foster student engagement in learning, offering an important venue for exploring epistemic emotions. Data from this study were collected as part of a larger effort to develop an in-game self-reporting tool for ...
- posterDecember 2024
Investigating the Needs of Middle School Educators in Teaching Artificial Intelligence
SIGCSE Virtual 2024: Proceedings of the 2024 on ACM Virtual Global Computing Education Conference V. 2Pages 301–302https://doi.org/10.1145/3649409.3691082Widespread and accessible use of artificial intelligence (AI) has escalated dramatically in recent years, with teachers being among those who need to understand, use, and teach these concepts and technologies. However, teachers' access to training and ...
- posterJuly 2024
AI Planning is Elementary: Introducing Young Learners to Automated Problem Solving
- Bradford Mott,
- Anisha Gupta,
- Jessica Vandenberg,
- Srijita Chakraburty,
- Anne Ottenbreit-Leftwich,
- Cindy Hmelo-Silver,
- Adam Scribner,
- Seung Lee,
- Krista Glazewski,
- James Lester
ITiCSE 2024: Proceedings of the 2024 on Innovation and Technology in Computer Science Education V. 2Page 811https://doi.org/10.1145/3649405.3659503Recent years have seen growing awareness of the need to advance AI literacy for K-12 students to empower them in understanding, evaluating, and using AI. Automated problem solving is a fundamental aspect of AI, enabling machines to mimic human ...
- posterMarch 2024
Towards Attention-Based Automatic Misconception Identification in Introductory Programming Courses
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2Pages 1680–1681https://doi.org/10.1145/3626253.3635575Identifying misconceptions in student programming solutions is an important step in evaluating their comprehension of fundamental programming concepts. While misconceptions are latent constructs that are hard to evaluate directly from student programs, ...
- posterMarch 2024
Supporting Student Engagement in K-12 AI Education with a Card Game Construction Toolkit
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2Pages 1718–1719https://doi.org/10.1145/3626253.3635550With the growing prevalence of AI, the need for K-12 AI education is becoming more crucial, which is prompting active research in developing engaging AI learning activities. In this paper, we present our work on a game construction toolkit for middle ...
- posterMarch 2024
Engaging Students from Rural Communities in AI Education with Game-Based Learning
- Alex Goslen,
- Anisha Gupta,
- Smrithi Muthukrishnan,
- Raven Midgett,
- Wookhee Min,
- Jessica Vandenberg,
- Veronica Cateté,
- Bradford Mott
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2Pages 1660–1661https://doi.org/10.1145/3626253.3635549As the presence of artificial intelligence (AI) technologies increases throughout everyday life, so does the need to engage rural communities in AI learning experiences, as these communities often have limited access to such educational opportunities. ...
- research-articleFebruary 2024
Unplugged K-12 AI learning: exploring representation and reasoning with a facial recognition game
AAAI'24/IAAI'24/EAAI'24: Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence and Thirty-Sixth Conference on Innovative Applications of Artificial Intelligence and Fourteenth Symposium on Educational Advances in Artificial IntelligenceArticle No.: 2653, Pages 23285–23293https://doi.org/10.1609/aaai.v38i21.30376With the growing prevalence of AI, the need for K-12 AI education is becoming more crucial, which is prompting active research in developing engaging and age-appropriate AI learning activities. Efforts are underway, such as those by the AI4K12 initiative,...
- research-articleDecember 2023
Cross-Country Variation in (Binary) Gender Differences in Secondary School Students’ CS Attitudes: Re-Validating and Generalizing a CS Attitudes Scale
ACM Transactions on Computing Education (TOCE), Volume 23, Issue 4Article No.: 42, Pages 1–22https://doi.org/10.1145/3630014The current study compared American, Korean, and Indonesian middle and high school students’ CS attitudes. Concurrently, this study also examined whether the items in the CS attitudes scale exhibit country and gender measurement biases. We gathered data ...
- ArticleNovember 2023
Fostering Interdisciplinary Learning for Elementary Students Through Developing Interactive Digital Stories
- Anisha Gupta,
- Andy Smith,
- Jessica Vandenberg,
- Rasha ElSayed,
- Kimkinyona Fox,
- James Minogue,
- Aleata Hubbard Cheuoua,
- Kevin Oliver,
- Cathy Ringstaff,
- Bradford Mott
AbstractRecent years have seen growing awareness of the potential digital storytelling brings to creating engaging K-12 learning experiences. By fostering students’ interdisciplinary knowledge and skills, digital storytelling holds great promise for ...
- ArticleNovember 2023
Integrating Storytelling and Making: A Case Study in Elementary School
- Robert Monahan,
- Jessica Vandenberg,
- Andy Smith,
- Anisha Gupta,
- Kimkinyona Fox,
- Rasha ElSayed,
- Aleata Hubbard Cheuoua,
- James Minogue,
- Kevin Oliver,
- Cathy Ringstaff,
- Bradford Mott
AbstractDigital storytelling in combination with makerspace activities holds significant potential to engage students and support their learning. When students play, such as through makerspace activities, they engage in critical thinking and problem ...
- research-articleJune 2023
"AI Teaches Itself": Exploring Young Learners' Perspectives on Artificial Intelligence for Instrument Development
ITiCSE 2023: Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 1Pages 485–490https://doi.org/10.1145/3587102.3588778Children encounter and use artificial intelligence (AI) with regularity, but the depth of their understanding of AI is often limited. In service of growing an AI and technology-literate K-12 population, it is important for young learners to engage in AI ...
- posterJune 2023
Toward AI-infused Game Design Activities for Rural Middle Grades Students
ITiCSE 2023: Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2Page 644https://doi.org/10.1145/3587103.3594199The ubiquity of artificial intelligence (AI) in everyday life suggests the need to ensure young students know about AI, its uses and limitations, and its benefits and risks, while enabling them to develop expertise in using AI-driven technologies. To ...
- posterJune 2023
Multimodal CS Education Using a Scaffolded CSCL Environment
- Robert Monahan,
- Jessica Vandenberg,
- Anisha Gupta,
- Andy Smith,
- Rasha Elsayed,
- Kimkinyona Fox,
- Aleata Hubbard Cheuoua,
- Cathy Ringstaff,
- James Minogue,
- Kevin Oliver,
- Bradford Mott
ITiCSE 2023: Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2Page 645https://doi.org/10.1145/3587103.3594181There is a growing need for 21st-century workers to be digitally literate and to possess computational thinking and collaborative problem-solving skills. Computer-supported collaborative learning (CSCL) focused on computational thinking can guide ...
- short-paperApril 2023
Leveraging Game Design Activities for Middle Grades AI Education in Rural Communities
FDG '23: Proceedings of the 18th International Conference on the Foundations of Digital GamesArticle No.: 53, Pages 1–4https://doi.org/10.1145/3582437.3587193The ever pervasive nature of artificial intelligence (AI) in our world necessitates a focus on fostering an AI literate society. Young children, those aged 11 to 14, are at a critical point in developing their dispositions toward and perceptions of ...