yusuke1997/dblp-id-title huggingface dataset:
Children's Play and Problem Solving in Motion-Based Educational Games: Synergies between Human Annotations and Multi-Modal Data
KEI-time traveler: visiting a past world with mobile phones to enhance learning motivation
Pirate island: an immersion-style language-learning RPG
Designing games for learning and assessment: the radix endeavor
BunnyBolt: a mobile fitness app for youth
Curriculum-focused design
Taking the Magic Out of the Machine: Children as Creators of Real-World AI-Powered Tools for Education
"It's just too much": exploring children's views of boredom and strategies to manage feelings of boredom
Technology-Mediated Collaboration among Children with Special Educational Needs: Definitions and Measurements
Understanding and Designing Technologies for Children's Routines: Supporting Autonomy in the Digital Age
Using haptic inputs to enrich story listening for young children
A storytelling support system using robots and handheld projectors
Mobile collaboration: collaboratively reading and creating children's stories on mobile devices
Proportion: a tablet app for collaborative learning
Teachers' perspectives on social robots in education: an exploratory case study
Smart Homes Programming: Development and Evaluation of an Educational Programming Application for Young Learners
Growing Designs with biomakerlab in High School Classrooms
Exploring the Effects of Transitioning from Technology Use to Non-Technology Activities in Young Children
Thinking Spatially About Data: A Developing Framework to Understand Children's Spatial Reasoning in Data Physicalization
Accountable game designs for classroom learning
Designing the anti-heuristic game: a game which violates heuristics
Extended Abstracts Proceedings of the 19th ACM International Conference on Interaction Design and Children, IDC 2020, London, United Kingdom, June 17-24, 2020
Designing for Tinkerability and Accessibility: Developing the OctoStudio mobile app to engage blind and visually impaired learners in creating with code
Camera for the invisible
Children's Assessment of Co-design Skills: Creativity, Empathy and Collaboration
PE++: Exploring Opportunities for Connecting Computer Science and Physical Education in Elementary School
BrainQuest: an active smart phone game to enhance executive function
Fostering early literacy skills in children's libraries: opportunities for embodied cognition and tangible technologies
Toward a taxonomy of design genres: fostering mathematical insight via perception-based and action-based experiences
MotiCards: Developing Designer Cards for Children's Intrinsic Motivation of Daily Tasks
Rewire: A Game About Neuroplasticity
Electronic/computational textiles and children's crafts
First steps in distributed tangible technologies: a virtual tug of war
Sprock-it: a physically interactive play system
"I Said Knight, Not Night!": Children's Communication Breakdowns and Repairs with AI Versus Human Partners
Identifying embodied metaphors in children's sound-action mappings
A Serious Videogame to Support Emotional Awareness of People with Down Syndrome
Barcino, Creation of a Cross-Disciplinary City
Design for self-reporting psychological health in children with intellectual disabilities
Parents' views of the benefits claimed in educational toy advertising
Cyberchase shape quest: pushing geometry education boundaries with augmented reality
Not on any map: co-designing a meaningful bespoke technology with a child with profound learning difficulties
Examining values: an analysis of nine years of IDC research
Touching Hope and Safety: Designing Interactive Puzzles for Children's Healing and Empowerment after Trauma
In my own words: configuration of tangibles, object interaction and children with autism
From design to difference: increasing impact of IDC research
Bio Sketchbook: an AI-assisted Sketching Partner for Children's Biodiversity Observational Learning
Interaction design: a multidimensional approach for learners with autism
Multisensory storytelling: a co-design study with children with mixed visual abilities
Culture box: education app on the world through history and time
Modkit: blending and extending approachable platforms for creating computer programs and interactive objects
Bringing letters to life: handwriting with haptic-enabled tangible robots
Exploring the 3D printing process for young children in curriculum-aligned making in the classroom
From Limitation to Resource: Cherishing Multiplicity in the Design of Educational Tangible Interfaces
Investigating the impact of design processes on children
Children's Mental Models of AI Reasoning: Implications for AI Literacy Education
Revive!: reactions to migration between different embodiments when playing with robotic pets
Exploring challenging group dynamics in participatory design with children
Intergenerational Family Storytelling and Modeling with Large-Scale Data Sets
Stepstone: an interactive floor application for hearing impaired children with a cochlear implant
Preschool Learning with Artificial Intelligence (PLAI): Exploring Children's Interaction with AI Toys and Robots
A survey of computational kits for young children
Robo-Blocks: designing debugging abilities in a tangible programming system for early primary school children
Bubble Letters: a child-centric interface for virtual and real world experience
An exploratory study of children's online password behaviours
Requirements for the design of a handwriting recognition based writing interface for children
Making as the New Colored Pencil: Translating Elementary Curricula into Maker Activities
Justice-Centered Design Engagements with Children and Teens: : What's at Stake, the Actions we Take, and the Commitments we Make
MunchCrunch: a game to learn healthy-eating heuristics
Recommendations for Developing Technologies that Encourage Reading Practices Among Children in Families with Low-literate Adults
BabyHCI: Evaluating the Experience for Babies and Caregivers in the Context of an iPad App to Encourage Babbling
Sure, it works in practice, but does it work in theory? Grounding the Protagonist Perspective in Transformative Agency
Invent-abling: enabling inventiveness through craft
Digital Drum Circles: Relational CS Education through Music Making
Wonder with elinor: designing a socially contingent video viewing experience
Enhancing user experience while gaming in archaeological parks with cellular phones
Co-designing with children: a comparison of embodied and disembodied sketching techniques in the design of child age communication devices
Interactive eye tracking for gaze strategy modification
Making a Metaphor Sandwich: Analyzing Children's use of Metaphor During Tabletop Telepresence Robot Supported Participatory Design
Augmenting imagination for children with autism
Developing adaptive exergames for adolescent children
Mathematical Reflections: The Design Potential of Ensemble Performance
Child-to-Child Public Health Messaging through a Portable Craft Tech Interactive in Rural South Africa
Toy Design for Emotion Regulation: Current and Potential Research Opportunities: Toy Design for Emotion Regulation
Balance Board Math: "Being the graph" through the sense of balance for embodied self-regulation and learning
Co-Designing Trustworthy Peer Agents with Middle-School Students
Learning from Learning - Design-Based Research Practices in Child-Computer Interaction
Designing dynamic feedback to help second graders understand equivalence: Centering students' perspectives
Designing spoken instructions with preschool children
Using video analysis and learning analytics to understand programming trajectories in data science activities with Scratch
Mobile collaboration for young children
Technology-Enhanced STEM Learning in Childhood
Enhancing Museum Experience with VR by Situating 3D Collections in Contex
Evaluating technology that makes physical games for children more engaging
Using conversational agents to foster young children's science learning from screen media
Active Listening: Encouraging Sound Awareness Through Tangible Sonic Toys
Enhancing Educational Experiences Through Reflective Documentation in a Constructivist Brazilian School
What makes competitions fun to participate?: the role of audience for middle school game designers
Teens, Privacy, and Algorithms: Navigating and Co-Designing Solutions for Interpersonal Boundary Management on Social Media
Sapling & the Travelling Forest: A table-top mobile robot platform for child-robot games
Can design documentaries disrupt design for disability?
Ambient wood: designing new forms of digital augmentation for learning outdoors
SeaStory: An interactive narrative using collaborative features
Children's Drawings Speak: Comparing Sketch Features amongst Development Groups
Tingets: a system for young students to communicate and reflect
Legitimate Participation in the Classroom Context: Adding Learning Goals to Participatory Design
Participatory design approach to information architecture design for children
Gifts for intertwining with modern nature
Interaction Design and Autistic Children
How Can Digital Education Contribute To A Pedagogy For Environmental Care?
Designing Textual Information in AR Headsets to Aid in Adults' and Children's Task Performance
T-Maze: a tangible programming tool for children
Collective digital storytelling at school as a whole-class interaction
Tangicons: algorithmic reasoning in a collaborative game for children in kindergarten and first class
Participatory Design of UKIYO-E Game for Children to Support Art Appreciation Based on Interacting with Pictures
Promoting CARE: Changes via Awareness, Recognition and Experience
Designing Biotech Ethics Cards: Promoting Critical Making During an Online Workshop with Youth
Improving learning transfer from stencils-based tutorials
Designing AI Interfaces for Children with Special Needs in Educational Contexts
Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future
Multimodal Explainability in Child-Robot Interaction
Interactive Multi-Sensory Environment (iMSE) Design To Support Social Engagement For Visually Impaired (VI) Children In China
RaBit EscAPE: a board game for computational thinking
Drawing the electric: storytelling with conductive ink
FabCode: visual programming environment for digital fabrication
Designing for and with children with special needs in multiple settings
Emotion Recognition via Face Tracking with RealSense(TM) 3D Camera for Children with Autism
Co-constructing Náhookos Bi'ka' constellation with STARR
Towards Understanding Collaboration as Process in Special Education
Who is afraid of spiders?: two perceptive computer games for children
OSMoSIS: interactive sound generation system for children with autism
They played for 45 minutes!?: Evaluating Jo! a TUI Tailored for Real-World Classroom Setting
Teaching Teachers and Making Makers: What the Maker Movement Can Teach the World about Accessibility and Design
Soul Support: Designing Hopeful Wearables for Children's Emotional Wellness
Mummy, Why Do I Have Diabetes?: A Tangible Interface For Educating Children With Type-1 Diabetes
'My world(s)': a tabletop environment to support fantasy play for kindergarten children
"It helped me do my science.": a case of designing social media technologies for children in science learning
Narrative support for young game designers' writing
Searching for spellcheckers: What kids want, what kids need
A case for intergenerational distributed co-design: the online kidsteam example
t-books : merging traditional storybooks with electronics
v-Penglipur Lara: the development of a pedagogical agent in Malaysian folktales land
Comic-based Digital Storytelling with Primary School Children
Building an internet of school things ecosystem: a national collaborative experience
"SAM" - School Attachment Monitor for the Assessment of Attachment in Children aged 4-8
Screen cultures: cross-pollination between videogame and television research
Designing a socially assistive robot for pediatric care
Designing interactive activities within Scratch 2.0 for improving abilities to identify numerical sequences
My Name Is My Password: Understanding Children's Authentication Practices
Exploring Empathic Design for Children Based on Role-Play Activities: Opportunities and Challenges within the Indian Context
Participatory design strategies to enhance the creative contribution of children with special needs
"I Never Envy Anyone, for I Have Already Built a Kingdom With My Fingertips": Exploring Teenagers' Experience in Chat-based Cosplay Community
How children represent sustainability in the home
Co-Rhythm: Analyzing Children's Performative Gesture-based Interactions in a Music Composition Tool
Beyond Screens: Tangible User Interfaces Impact Engagement with Emotion Regulation Activities for Preschool Children
Cultural coding and de-coding as ways of participation: digital media for marginalized young people
Hacker's mentality: integrating games and hacking to build it fluency among middle school students
Measuring Eudaimonic Experiences in Schools: Preliminary Results from the QEES
How do we design for concreteness fading?: survey, general framework, and design dimensions
The informal informing the formal to form new models of learning
Rehnuma: Interactive Companions for Speech-Delayed Children
"Don't let the robots walk our dogs, but it's ok for them to do our homework": children's perceptions, fears, and hopes in social robots
"See, Hear, Touch, Smell, and, ...Eat!": Helping Children Self-Improve Their Food Literacy and Eating Behavior through a Tangible Multi-Sensory Puzzle Game
Rethinking children's programming with contextual signs
How to optimize early design methods with children?
Teaching and Learning of Chinese History in Minecraft: A Pilot Case-Study in Hong Kong Secondary Schools
"Teegi's so cute!": assessing the pedagogical potential of an interactive tangible interface for schoolchildren
Creative interactive play for disabled children
Using digital game as clinical screening test to detect color deficiency in young children
Enchanted Forest: A Gamified Approach for Children's Self-Regulation in Noisy and Overstimulating Settings
STEAM learning in formal and informal settings via craft and maker projects
ArticuMotion: Towards Assessing Motor Speech Disorders via Gamification
Programming Literacy: Computational Thinking in Brazilian Public Schools
'Good enough for what?': acceptance of handwriting recognition errors by child users
Equity & Inclusivity at IDC
Where are the Glass-Boxes? : Examining the Spectrum of Modularity in Physical Computing Hardware Tools
Empowering Deaf Children Through Tabeer-e-Isharaat, A Digital Educational Platform
Designing Together, Miles Apart: A Longitudinal Tabletop Telepresence Adventure in Online Co-Design with Children
Assessing usability evaluation methods on their effectiveness to elicit verbal comments from children subjects
Pandemic Pivot: Designing a Participatory Simulation to Support Social Distancing and Remote Learning
Participatory design for exertion interfaces for children
KidLED: A colorful approach to children's activity awareness
Designing and testing mobile interfaces for children
Make, wear, play: remix designs of wearable controllers for scratch games by middle school youth
Requirements gathering in designing technology for children
vSked: an interactive visual schedule system for use in classrooms for children with autism
Co-designing online privacy-related games and stories with children
Child-AI Co-Creation: A Review of the Current Research Landscape and a Proposal for Six Design Considerations
Fishing with friends: using tabletop games to raise environmental awareness in aquariums
What Do Children and Parents Want and Perceive in Conversational Agents? Towards Transparent, Trustworthy, Democratized Agents
Investigating the balance of privacy versus security in online family banking
Gossip, Cooperation and Cyberbullying in Children's Online Communication: Designing an Intervention Based on Original Empirical Research
Youth making machine learning models for gesture-controlled interactive media
From Users to Co-Designers: Youth Participation in Understanding Cyberbullying
Simple tangible language elements for young children
Empowering Puerto Rican Teens: Climate Change Learning Through Social Media Use and Engagement
The role of materiality in tangibles for young children's digital art drawings
Understanding Factors that Shape Children's Long Term Engagement with an In-Home Learning Companion Robot
Developing Machine Learning Agency Among Youth: Investigating Youth Critical Use, Examination, and Production of Machine Learning Applications
Toward a Socio-Cultural Perspective on "Making": Pupils' Journey through Materials, People and Places
Towards Dialogic Education through Child-Robot Interaction: A Hybrid Child-Centered Framework
Storying-Roleplay: A Co-design Method Supporting Young Children to Understand Environmental Problems
TUI, GUI, HUI: is a bimodal interface truly worth the sum of its parts?
Supporting children's emotional expression and exploration in online environments
Inclusive Interactives: the Transformative Potential of Making and Using Craft-Tech Social Objects Together in an After-School Centre
Force feedback and student reasoning
"Wow he is talking!": a study on intrinsic motivations for child-robotic toy interactions
Designing for concreteness fading in primary computing
LoRy: a locative story game to encourage playful and social learning
Don't steal my balloons: designing for musical adult-child ludic engagement
Behaviour change interventions: teenagers, technology and design
Playful taste interaction
Spin: a photography turntable system for creating animated documentation
Pixel Materiali: a system for creating and understanding pixel animations
Cool Cities A Tangible User Interface for Thinking Critically about Climate Change
A Distributed Participatory Design Research Protocol for Co-designing with Children
Push-me, pull-me: describing and designing technologies for varying degrees of reflection and invention
Exploring early designs for teaching anatomy and physiology to children using wearable e-textiles
VisualNote: Physical Image Tagging for Building a Personal Visual Library
Putting interference to work in the design of a whole-class learning activity
Using Explainability to Help Children UnderstandGender Bias in AI
Game as life --- life as game
Anxiety storm: creating a playful prevention program against performance anxiety in primary school
Does mouse size affect study and evaluation results?: a study comparing preschool children's performance with small and regular-sized mice
Grow with Your AI Buddy: Designing an LLMs-based Conversational Agent for the Measurement and Cultivation of Children?s Mental Resilience
The medium matters: the impact of full-body interaction on the socio-affective aspects of collaboration
Small group learning with games in museums: effects of interactivity as mediated by cultural differences
Technology for promoting scientific practice and personal meaning in life-relevant learning
Design guidelines for location-based mobile games for learning
Exploring rules and underlying concepts while engaged with collaborative full-body games
Replay: a self-documenting construction kit
Velo: Exploring Animal Behavior Modeling through Hybrid Robotics-Simulation Learning Experience
Letters You Can Feel : Co-Designing Tangible Literacy for Blind and Low-Vision Classrooms
Children asking questions: speech interface reformulations and personification preferences
TangiPlan: designing an assistive technology to enhance executive functioning among children with adhd
The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park
Interaction design and physical computing in the era of miniature embedded computers
Can Haptic Feedback Improve STEM Learning for Young Children?: Lessons from an Experiment and Teacher Focus Groups
Pattern poses: embodied geometry with tangibles and computer visualization
Tangible ideas for children: materials sciences as the future of educational technology
Capturing and Considering Idea Development in School Pupils' Design Activities
KaleiVoiceKids: interactive real-time voice transformation for children
Low-tech and high-tech prototyping for eBook co-design with children
ScratchJr demo: a coding language for kindergarten
"The concept of learning goals will always be in my head" - Aligning and Applying Learning Goals in Participatory Design in a School Context
ModHera: A modular kit for parents to take care babies
A case study of tangible flags: a collaborative technology to enhance field trips
Huggy Pajama: a mobile parent and child hugging communication system
Capturing engagement in early science learning: triangulating observational and psychophysiological measures
Grasping Data: Exploring interdisciplinary approaches for investigating children's interactions with their personal data
Developing children's empathy in co-design activities: a pilot case study
Studying situated learning in a constructionist programming camp: A multimethod microgenetic analysis of one girl's learning pathway
Exploring Design Principles for Engaging and Educational Pseudo-Interactions in Children's Screen Media
Interaction Design and Children 2013, IDC '13, New York, NY, USA - June 24 - 27, 2013
QWERTY and the art of designing microcontrollers for children
Starting an intergenerational technology design team: a case study
Things to imagine with: designing for the child's creativity
Teen evaluations of a game targeting school refusal
Combining Interactive Narratives and Augmented Reality to Promote Engagement between Children and Nature
Designing wiimprovisation for mediation in group music therapy with children suffering from behavioral disorders
From Viewers to Teachers: Child-Led Teaching Strategies and Family Participation in YouTube How-Tos
Technology as a Mirror: Encouraging Children's Reflection on Gender Equity
Exploratory study of young children's social media needs and requirements
Web-based multi-player games to encourage flexibility and social interaction in high-functioning children with autism spectrum disorder
Designing Playful and Ethical Child-AI Systems
Behind the Scenes: Unpacking Students' Experience during a Collaborative AI Workshop using Multi-Modal Data
A Demonstration of ToonTalk where Children Build Programs by Demonstration in a Game World
Marker-based augmented reality: instructional-design to improve children interactions with astronomical concepts
Use of goals and dramatic elements in behavioral training of children with ASD
The Pocketworld Playground: Engaging Online, Out-of-School Learners with Agent-based Programming
Exploring how children interact with 3D shapes using haptic technologies
Kindergarten Programming Goes Mobile: Should The Next Years Be About Ubiquity?
The UCube: a child-friendly device for introductory three-dimensional design
Breaking the sound barrier: designing an interactive tool for language acquisition in preschool deaf children
"Track-track: Let's follow the cat!" Reflecting on children's biometric data processing through a micro puppet show
"Siri, is this you?": Understanding young children's interactions with voice input systems
From Wrist to Heart: The Impact of Interactive Wristbands for Inclusive Learning Environments
The telling board: an interactive storyboarding tool for children
From tools to communities: designs to support online creative collaboration in scratch
"Hey Google is it OK if I eat you?": Initial Explorations in Child-Agent Interaction
Gathering garbage or going green?: shifting social perspectives to empower individuals with special needs
From Child-Centered to Family-Centered Interaction Design
TikTok as a data gathering space: the case of grandchildren and grandparents during the COVID-19 pandemic
NetLogo AR: Bringing Room-Scale Real-World Environments Into Computational Modeling for Children
Teaching children through innovation: experiences from EduApp4Syria and kahoot!
Pop goes the cell phone: asynchronous messaging for preschoolers
Sticking together: handcrafting personalized communication interfaces
Children designing software for children: what can we learn?