All Stories

  1. Responsible Design of Socio-Technical Solutions with Social Design Students: a Case Study
  2. How to Playfully Teach AI to Young Learners: a Systematic Literature Review
  3. A Tool for Guiding Teachers and their Learners: the Case Study of an Art Class
  4. Ready, Steady, Go: Playing and Rapidly Designing with IoTgo
  5. A Phygital Toolkit for Rapidly Designing Smart Things at School
  6. At the Frontiers of Art and IoT: the IoTgo Toolkit as a Probe for Artists
  7. Engaging Children in Remotely Ideating and Programming Smart Things
  8. Children's Beliefs and Understanding of Smart Objects
  9. Towards Making Children Independent in Design
  10. SNaP 2: The Evolution of a Board Game for Smart Nature Environments
  11. From TurnTalk to ClassTalk: the emergence of tangibles for class conversations in primary school classrooms
  12. Tangibles for Graph Algorithmic Thinking
  13. "There Is No Rose Without A Thorn"
  14. PALX: Player and Learner Experience Design
  15. From Game Design with Children to Game Development with University Students
  16. Challenges in Quality of Temporal Data — Starting with Gold Standards
  17. Gamified children universities