The role of learning theory in child-computer interaction-a semi-systematic literature review

E Eriksson, GE Baykal, O Torgersson - Proceedings of the 21st Annual …, 2022 - dl.acm.org
In this paper, we explore the role of learning theory in the Child-computer interaction (CCI)
community's leading venues: the Interaction Design and Children (IDC) conference and the …

[HTML][HTML] STEAM in Oulu: Scaffolding the development of a Community of Practice for local educators around STEAM and digital fabrication

IS Milara, K Pitkänen, J Laru, M Iwata… - International Journal of …, 2020 - Elsevier
There is an increased interest to integrate STEAM methodologies and digital fabrication
processes into formal education. However, teachers have repeatedly reported a set of …

Assessment of learning in child–computer interaction research: A semi-systematic literature review

GE Baykal, E Eriksson, O Torgersson - International Journal of Child …, 2023 - Elsevier
In this paper, we investigate and map out how learning is assessed in Child–computer
interaction (CCI) research. We have conducted a semi-systematic literature review in the …

[HTML][HTML] Finding fun in non-formal technology education

M Pienimäki, M Kinnula, N Iivari - International Journal of Child-Computer …, 2021 - Elsevier
In this exploratory study into the world of 8–17-year-old children's non-formal technology
education, two different types of technology education with varying levels of non-formality …

Students perception of science and technology in science learning: a gender comparative study

AL Putri, OD Pranata, E Sastria - Jurnal Pijar Mipa, 2024 - jurnalfkip.unram.ac.id
Teachers face a dilemma. On the one hand, science and technology significantly benefit
students, providing greater opportunities for future generations. On the other hand, students' …

[HTML][HTML] Understanding the role of fun in learning to code

G Tisza, P Markopoulos - International Journal of Child-Computer …, 2021 - Elsevier
There are growing efforts amongst educators and especially researchers in gamification and
maker spaces to ensure that learning environments are fun and enjoyable. Accordingly …

Empowering children to make and shape our digital futures–from adults creating technologies to children transforming cultures

N Iivari - The International Journal of Information and Learning …, 2020 - emerald.com
Purpose Digital technology education of children needs to be reconsidered. The purpose of
this paper is to focus on empowering the young generation as regards digital technology …

Studi Aktivitas Belajar Sains Siswa di SMA Negeri 7 Kerinci

VD Cahyani, OD Pranata - Lensa (Lentera Sains): Jurnal …, 2023 - jurnallensa.web.id
Studi aktivitas belajar sains siswa di sma negeri 7 kerinci. Studi ini bertujuan untuk
mengungkapkan aktivitas belajar siswa dalam pembelajaran sains di SMA Negeri 7 Kerinci …

Enabling children's genuine participation in digital design and fabrication: instructors' perspective.

B Norouzi, S Sharma, M Kinnula… - … of Technology & …, 2024 - search.ebscohost.com
Abstract Digital fabrication laboratories (Fab Labs) are accessible to the public, including
children and families. However, a variety of technical skills, tools, and expertise are needed …

Fun to enhance learning, motivation, self-efficacy, and intention to play in DGBL

G Tisza, S Zhu, P Markopoulos - … Computing–ICEC 2021: 20th IFIP TC 14 …, 2021 - Springer
Abstract Digital Game-Based Learning (DGBL) has been attracting increasing attention from
researchers and educators, especially as related studies suggest it can enhance learning …