yusuke1997/dblp-id-title huggingface dataset:
Let's get them on board: Focus group discussions with adolescents on empowering leisure engagement in Fab Labs and makerspaces
How do you feel about learning to code? Investigating the effect of children's attitudes towards coding using eye-tracking
Designing accessible digital musical instruments for special educational needs schools - A social-ecological design framework
Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design
Towards culturally sustaining design: Centering community's voices for learning through Participatory Design
Children use non-verbal cues to learn new words from robots as well as people
Making a Makerspace for children: A mixed-methods study in Chinese kindergartens
Rethinking children's roles in Participatory Design: The child as a process designer
Centering and decentering children in computing through joint activity at a computational science exhibit
An analysis of e-book learning platforms: Affordances, architecture, functionality and analytics
Usability and user experience of an individualized and adaptive game-based therapy for children with cerebral visual impairment
Collaborative assessment in design-based technology education
Research in Child-Computer Interaction: Provocations and envisioning future directions
How is learning scaffolded in library makerspaces?
Understanding teenagers' motivation in participatory design
Engagement in longitudinal child-robot language learning interactions: Disentangling robot and task engagement
Tablets for two: How dual tablets can facilitate other-awareness and communication in learning disabled children with autism
Child-Computer Interaction in times of a pandemic
Kids and thermostats: Understanding children's involvement with household energy systems
Making the invisible visible: Youth designs for teaching about technological and algorithmic bias
Child-home interaction: Design and usability evaluation of a game-based end-user development for children
Children designing privacy warnings: Informing a set of design guidelines
Children's embodied intuitive interaction - Design aspects of embodiment
The show must go on! Strategies for making and makerspaces during pandemic
"When I'm writing a story, I am really good" Exploring the use of digital storytelling technology at home
Conversing through and about technologies: Design critique as an opportunity to engage children with autism and broaden research(er) perspectives
A guiding framework for considering touchscreens in children under two
Reconceptualising feedback: Designing educational tangible technologies to be a creative material
Students' achievement goals: Goal approximation, engagement, and emotions in co-design activities and product
Eight-year-olds engaging in guided information searches with iPads: Dimensions of reading competence
Enhancing computational thinking in upper elementary: A two-phase study examining the effect of unplugged activities
Facilitating critical reflection in online distributed maker workshops: Case studies
Eye tracking in Child Computer Interaction: Challenges and opportunities
Preschool children, robots, and computational thinking: A systematic review
A literature review of children's and youth's conceptions of the internet
Assessing computational thinking process using a multiple evaluation approach
Children's conceptions of mental well-being and ideas for its promotion through digital environments
Design-based research and design thinking in the Fab Lab: Developing an intervention to spark empowering making activities among children and adolescents
Child-Computer Interaction: From a systematic review towards an integrated understanding of interaction design methods for children
Exploring the development of mental rotation and computational skills in elementary students through educational robotics
A research agenda for computational empowerment for emerging technology education
Tangible and graphical programming with experienced children: A mixed methods analysis
Beyond school: The role of technology in K-12 students' lives and informal learning
Children prefer to learn from smart devices, but do not trust them more than humans
Inside or between devices: The internet in the mind of primary school children
Children's facial expressions during collaborative coding: Objective versus subjective performances
Designing for young children with autism spectrum disorder: A case study of an iPad app
Community partnership design of a maker-related camp for underserved youth: Impacts on youths' present and future learning trajectories
Age-related effects of coding interventions
Action-based embodied design for mathematics learning: A decade of variations on a theme
BlockyTalky: New programmable tools to enable students' learning networks
Computational empowerment of children: Design research on empowering and impactful designs by children
Using multimodal educational apps to increase the vocabulary of children with and without reading difficulties
Evaluating the usability of a conversational agent to enhance parent-child shared reading interactions
Design principles of interactive play systems for children's outdoor play: A designers' perspective
Savouring our mistakes: Learning from the FitQuest project
Robust evaluation for a maturing field: The train the teacher method
Designing a visualization tool for children to reflect on their collaborative dialogue
Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay
Parental involvement and attitudes towards young Greek children's mobile usage
Movement forward: The continued growth of Child-Computer Interaction research
Designing integrated physical-digital systems for children-nature interaction
Cyberheroes: The design and evaluation of an interactive ebook to educate children about online privacy
How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training
Designing for a socioenactive experience: A case study in an educational workshop on deep time
Physical computing with plug-and-play toolkits: Key recommendations for collaborative learning implementations
Critical agenda driving child-computer interaction research - Taking a stock of the past and envisioning the future
Using the MemoLine to capture changes in user experience over time with children
Can computational talent be detected? Predictive validity of the Computational Thinking Test
Knowing Seymour
Studying children's experience during free-form and formally structured gameplay
Orchestrating experts' assumptions and children's values in the design of Virtual Heritage experiences
Machine learning for middle schoolers: Learning through data-driven design
Making as an opportunity for classroom assessment: Canadian maker educators' views on assessment
EcoARology: Using AR to empower children in the face of climate change
Game-influenced methodology: Addressing child data attrition in language development research
A screen-based or physical computing unit? Examining secondary students' attitudes toward coding
Autism and tablet computers in Turkey: Teaching picture sequencing skills via a web-based iPad application
What they can and cannot: A meta-analysis of research on touch and multi-touch gestures by two to seven-year-olds
How do children acquire knowledge about voice assistants? A longitudinal field study on children's knowledge about how voice assistants store and process data
Characterizing children's conceptual knowledge and computational practices in a critical machine learning educational program
Aligning technological and pedagogical considerations: Harnessing touch-technology to enhance opportunities for collaborative gameplay and reciprocal teaching in NZ early education
Exploring parent self-efficacy in children's digital device use: Understanding shame and self-stigma through a mixed-methods approach
Tick Box Design: A bounded and packageable co-design method for large workshops
Making computing visible & tangible: A paper-based computing toolkit for codesigning inclusive computing education activities
Bridging the gap in mobile interaction design for children with disabilities: Perspectives from a pediatric speech language pathologist
Supporting and understanding autistic children's non-verbal interactions through OSMoSIS, a motion-based sonic system
Augmented reality applications for K-12 education: A systematic review from the usability and user experience perspective
Game jams in general formal education
Providing user perspectives to the next generation of parental controls
Who creates our computational worlds? A review of Critically Conscious Computing: Methods for secondary education
Towards serious games through a playful approach for children with autism spectrum disorder
Drawing up the rules: Encouraging children's rule creation in interactive open-ended play
Scaffolding Children's critical reflection on intelligent technologies: Opportunities from speculative fiction
"Yeah, no more tantrums, whoo!": Practices parents valued to help children transition away from screens
A workshop on artificial intelligence biases and its effect on high school students' perceptions
Machines and minds: The new cognitive science, and the potential evolution of children's intuitions about thinking
Investigating Augmented Reality as a mode of representation for hearing and hearing-impaired preschool children
Empowering educators by developing professional practice in digital fabrication and design thinking
A review of computational toys and kits for young children
From pen-and-paper content to educational math game content for children: A transfer with added difficulty
The intentions of the designers of digital educational tools in early childhood education
"The girl who wants to fly": Exploring the role of digital technology in enhancing dialogic reading
Editorial special issue on assumptions about the concept of childhood and the roles of children in design
Reaching the 'Learning Analytics' - 'Embodied Design' promise of synergy
Social sharing of task-related emotions in Design-Based Learning: Challenges and opportunities
Designing building blocks for open-ended early literacy software
Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries
Play value of digital play spaces: Children's voices
Infrastructuring digital literacy in K-12 education: A national case study
User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training
Scalar symmetries and strange tools: Learning Analytics and Embodied Design as techno-cultural confluence
How Does Constructive Feedback in an Educational Game Sound to Children?
A Utopian agenda in child-computer interaction
Computational thinking integrated in school subjects - A cross-case analysis of students' experiences
Designing digital fabrication learning environments for Bildung: Implications from ten years of physical computing workshops
Erratum regarding missing parent's consent statement due to children participation in previously published article
How preadolescents and adults remember and experience virtual reality: The role of avatar incarnation, emotion, and sense of presence
Validating a performance assessment of computational thinking for early childhood using item response theory
Robotics and computational thinking in primary school
From moral panic to systemic change: Making child-centered design the default
Empowering young environmental leaders: Designing interactive data visualisation to foster children's agency in eco-schools
Interpersonal expression in the special educational needs classroom: An experience-centred design case study
Examining children's perceptions of AI-enabled interactive media characters
AMBY: A development environment for youth to create conversational agents
Digital fabrication and Making with children: : Scrutinizing adult actors' strategies and challenges in mediating young people's activities
Wired, wild, wonderful: A scoping review of early childhood nature connections fostered by digital technologies
Augmented Reality and programming education: A systematic review
Learning from the real and the virtual worlds: Educational use of augmented reality in early childhood
Young pupils' positioning in multimodal interaction during text creation with digital tools
Going beyond short-term, 'reduced' PD: Towards an encompassing typology for children's participation in infrastructuring processes
Research opportunities: Embodied child-computer interaction
Lessons for child-computer interaction studies following the research challenges during the Covid-19 pandemic
The feasibility of an immersive interactive virtual reality task for children and adolescents
Characterizing learner behavior from touchscreen data
Efficacy of Berni: A software for preschoolers at risk of dyslexia
Students' attitudes towards robotics and STEM: Differences based on gender and robotics experience
Envisioning Arduino Action: A collaborative tool for physical computing in educational settings
Kub-E: An interactive design device for children with panic disorder
Teachers as reflective learning experience designers: Bringing design thinking into school-based design and maker education
Constructionist visions: Hard fun with serious games
Teaching machine learning in elementary school
Towards a participative approach for adapting multimodal digital books for deaf and hard of hearing people
Once upon an AI: Six scaffolds for child-AI interaction design, inspired by Disney
The role of CCI in supporting children's engagement with environmental sustainability at a time of climate crisis
Editorial: Pushing the boundaries of Participatory Design with children
Examining children's design processes, perspective-taking, and collaboration when using VR head-mounted displays
Investigating the use of digital manipulatives for storytelling in pre-school
Patterns in informal and non-formal science learning activities for children-A Europe-wide survey study
Young students' enactment patterns in visual programming - 'plan-driven' or 'in-the-moment'
Switch mode: How one environment supports multiple strategies to transition from block-based to text-based programming
Cooperative Inquiry revisited: Reflections of the past and guidelines for the future of intergenerational co-design
Are mobile neurofeedback games a feasible way to improve self-regulation of attention for young marginalized children?
Introducing this special issue of IJCCI, with best papers of IDC 2012
Who programs whom? - Computational empowerment through mastery and appropriation in young children's computational thinking activities
Assessment of learning in child-computer interaction research: A semi-systematic literature review
Programming in early childhood education: A systematic review
Parent-child interactions during traditional and computer storybook reading for children's comprehension: Implications for electronic storybook design
The role of robotic toys in shaping play and joint engagement in autistic children: Implications for future design
Designing with teenagers: A teenage perspective on enhancing mobile museum experiences
Erratum regarding missing relevant Declaration of Competing Interest statements in previously published article
"Pictures are easier to remember than spellings!": Designing and evaluating KidsPic - A graphical image-based authentication mechanism
Participatory design and participatory debugging: Listening to students to improve computational thinking by creating games
Sparking social initiation behaviors in children with Autism through full-body Interaction
Pushing political, cultural, and geographical boundaries: Distributed co-design with children from Namibia, Malaysia and Finland
The potential for emerging technologies to support self-regulation in children with ADHD: A literature review
Child-computer interaction
Learning efficacy and user acceptance of a game-based social skills learning environment
The causes of difficulty in children's creation of informal programs
ScratchJr design in practice: Low floor, high ceiling
Developing maker activities to enhance adolescents' self-directed learning: A systematic review
Involving teachers, parents and rehabilitation instructors in visual training for visually impaired children: A web-based approach
Modeling nonlinear dynamics of fluency development in an embodied-design mathematics learning environment with Recurrence Quantification Analysis
Advancements on Child-Computer Interaction research: Contributions from IDC 2018
Not too young to learn about the news: Best formats to educate about journalism in digital platforms
Exploring an approach based on digital games for teaching programming concepts to young children
The effects on children's literacy skills of reading e-books with different features: Are 'bells and whistles' over-rated?
A systematic review of physical-digital play technology and developmentally relevant child behaviour
Characterizing the research-practice gap in children's interactive storytelling systems
Examining the materiality and spatiality of design scaffolds in computational making
Speech interface reformulations and voice assistant personification preferences of children and parents
Mediated transfer: From text to blocks and back
Designing technology to empower children to communicate with non-residential parents
Maya: An artificial intelligence based smart toy for pre-school children
Technology-enhanced support for children with Down Syndrome: A systematic literature review
Socially adaptive electronic partners for improved support of children's values: An empirical study with a location-sharing mobile app
Bridging serious games and participatory design
Facial expression recognition and the perceived emotions of three-to-five-year-old children while playing with apps
Beyond 'Minecraft' and 'Fortnite': A cluster-based study of digital Game use in Israeli children and teenagers
"Alright, what do we need?": A study of young coders' collaborative dialogue
Eye-gaze data to measure students' attention to and comprehension of computational thinking concepts
FUTUREGYM: A gymnasium with interactive floor projection for children with special needs
Playing Beowulf: Bridging computational thinking, arts and literature through game-making
Shimpai Muyou: Confronting Child Suicides in Japan through a Serious Game & School-based Intervention
Gender literacy through the making process: A feminist pedagogy approach
Developing educational serious games as a proposal for university training in the area of Child Computer Interaction
3D printing for children: What to build next?
Learning analytics of embodied design: Enhancing synergy
Computational empowerment in practice: Scaffolding teenagers' learning about emerging technologies and their ethical and societal impact
Relating to materials in digital fabrication: Transform materials to transform yourself
On power and participation: Reflections from design with developmentally diverse children
Design thinking for digital fabrication in education
Finding fun in non-formal technology education
Digital play in the early years: A systematic review
Interaction effects of race and gender in elementary CS attitudes: A validation and cross-sectional study
t-books : A block interface for young children's narrative construction
Blending learning analytics and embodied design to model students' comprehension of measurement using their actions, speech, and gestures
Smart Toys, Smart Tangibles, Robots and other Smart Things for Children
A comparison of the impact of digital games eliciting explicit and implicit learning processes in preschoolers
What FabLearn talks about when talking about reflection - A systematic literature review
Designing an educational interactive eBook for newly diagnosed children with type 1 diabetes: Mapping a new design space
Children and parents' physiological arousal and emotions during shared and independent e-book reading: A preliminary study
Coding games and robots to enhance computational thinking: How collaboration and engagement moderate children's attitudes?
Designing Games for Children with developmental disabilities in Ambient Intelligence Environments
The Seymour test: Powerful ideas in early childhood education
Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice
Social imaginaries as a lens on co-designing environmental sustainability
"Facetime doesn't count": Video chat as an exception to media restrictions for infants and toddlers
Computational Empowerment and children: Expanding empowerment, agency and participation in computation
A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood
How connectivity affects otherwise traditional toys? A functional analysis of Hello Barbie
Corrigendum to "How Does constructive feedback in an educational game sound to children?" [International Journal of Child-Computer Interaction 36 (2023) 100581]
Effects of a computational thinking intervention program on executive functions in children aged 10 to 11
VIC - A Tangible User Interface to train memory skills in children with Intellectual Disability
Samba schools as an inspiration for technologies for children under the age of five
YoungDeafDesign : Participatory design with young Deaf children
DORIT: An analytical model for computational empowerment in K-9 education
Let us make robots "Think in child!": How children conceptualize fairness, inclusion, and privacy with social robots
A rapid and inclusive instrument for assessing children's basic understanding of physical computing
More than words: Conceptualizing narrative computational thinking based on a multicase study
Finnish 5th and 6th graders' misconceptions about artificial intelligence
Exploring young children's metacognition during unplugged computational thinking
Designing with Genes in Early Childhood: An exploratory user study of the tangible CRISPEE technology
Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games
What do children and early adolescents say they do when playing an educational digital game?
Redefining the role of parents in young children's online interactions. A value-sensitive design case study
Supporting scientific modeling through curriculum-based making in elementary school science classes
Prototyping a designerly learning through authentic making activities in elementary classrooms
Empirical validation of the Oral Narrative Competence Evaluation with the TellingApp (ONCE) Scale in Early Childhood
Emerging computational and digital literacies in K-12 education
Going beyond performance scores: Understanding cognitive-affective states in Kindergarteners and application of framework in classrooms
Fast mapping in word-learning: A case study on the humanoid social robots' impacts on Children's performance
Co-designing a social robot for child health care
Designing for learning mathematics through programming: A case study of pupils engaging with place value
Making the Maker: A Means-to-an-Ends approach to nurturing the Maker mindset in elementary-aged children
Sparking interest: A design framework for mobile technologies to promote children's interest in nature
Knowing versus doing: Children's social conceptions of and behaviors toward virtual reality agents
Stimulating preschoolers' early literacy development using educational technology: A systematic literature review
Investigating primary school children's embodied expression of programming concepts
IJCCI IS Editorial 2016
Children's engagement during shared reading of ebooks and paper books: A systematic review
Still looking for new ways to play and learn... Expert perspectives and expectations for interactive toys
Examining voice assistants in the context of children's speech
Problem-based science, a constructionist approach to science literacy in middle school
Children's information search with social robots: A focus on Children's question-asking behavior