Computer-Using Educators Spring CUE 2025 National Conference; Palm Springs, CA
To learn more, visit https://web.cvent.com/event/2276eab5-9823-41e8-955b-8533ea10b5b2/summary.
To learn more, visit https://web.cvent.com/event/2276eab5-9823-41e8-955b-8533ea10b5b2/summary.
To learn more, visit https://sigcse2025.sigcse.org/.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
The real-time detection of when a player is struggling presents an opportunity for game designers to design timely and meaningful interventions, as well as to provide targeted support that improves student learning and engagement. In this paper, we present a struggle detector in the context of students playing the learning game, Wake: Tales from the Aqualab.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches. We describe a modular data pipeline which begins with telemetry events from gameplay and ends with real time APIs and automated archival exports that support research. We demonstrate the usefulness of this infrastructure by summarizing several game research projects that have utilized and contributed back to Open Game Data.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches. We describe a modular data pipeline which begins with telemetry events from gameplay and ends with real time APIs and automated archival exports that support research. We demonstrate the usefulness of this infrastructure by summarizing several game research projects that have utilized and contributed back to Open Game Data.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches. We describe a modular data pipeline which begins with telemetry events from gameplay and ends with real time APIs and automated archival exports that support research. We demonstrate the usefulness of this infrastructure by summarizing several game research projects that have utilized and contributed back to Open Game Data.
In this paper we describe a technical infrastructure, entitled Open Game Data, for conducting educational game research using open science, educational data mining and learning engineering approaches.
Weaving computer science into the fabric of social studies, rather than teaching it as an isolated skill, makes both subjects more relevant, engaging, and beneficial to students.
Berson, M. J., Berson, I. R., Franklin, K. L., Fawley, V. N., Shank, P. S., Dovi, R. E., Gasca, S., Hochberg, E. D., Berstein, D. (2024). Thinking critically, coding creatively: Elevating social studies through inquiry-based learning and computer science integration. Social Education, 98-103.
Weaving computer science into the fabric of social studies, rather than teaching it as an isolated skill, makes both subjects more relevant, engaging, and beneficial to students.
This poster presents findings on middle school students’ understanding of core computer science (CS) concepts, such as variables and control structures, using cognitive think-aloud interviews with eight students. Each student worked on 16-22 formative assessment tasks designed to assess understanding on the ‘Algorithms and Programming’ middle school CS standards. Our study describes students’ interpretations of the CS concepts and discusses potential factors influencing student interpretations. Significance and next steps are described.
This poster presents findings on middle school students’ understanding of core computer science (CS) concepts, such as variables and control structures, using cognitive think-aloud interviews with eight students.