All Stories

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