This autoethnographic paper is part of a special issue trying to answer the question “How to design or choose languages for programming novices?” I will describe howmy programming language Hedy was created, how the initial design goals were formed, how my perspectives on learning and teaching changed along the way, and how Hedy changed with it. The paper also discusses how the Hedy community came to be. Hedy was initially made for my own classroom and teaching, but quickly attracted a community, which I learned a lot from. This special issue has given me a unique opportunity, after 5 years of working on Hedy, to reflect on the process and to learn from it myself, and will hopefully also allow other programming language designers to learn from.
In recent years, Artificial Intelligence (AI) has shown significant progress and its potential is growing. An application area of AI is Natural Language Processing (NLP). Voice assistants incorporate AI by using cloud computing and can communicate with the users in natural language. Voice assistants are easy to use and thus there are millions of devices that incorporates them in households nowadays. Most common devices with voice assistants are smart speakers and they have just started to be used in schools and universities. The purpose of this paper is to study how voice assistants and smart speakers are used in everyday life and whether there is potential in order for them to be used for educational purposes.
This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and / or when its interface is in interaction with the user. Therefore, applying heuristics is an essential part of developing digital educational games. Search sources were articles available in all the databases present in the Capes / MEC / Brazil periodicals portal, in the available languages. The descriptors adopted were "educational games", "heuristic" and "usability" in Boolean search in titles, abstracts and keywords, with AND operator, for publications starting in 2014. The inclusion criteria were: (a) articles with a clear description of the methodology used in the usability analysis; (b) studies presenting primary data and (c) articles whose focus corresponds to the investigated question. Two examiners conducted the searches in the databases and a third the evaluation and general review of the data. Initially, 93 articles were identified, of which 19 were repeated, 5 were literature reviews. Of the 69 that remained, 57 were elected as not eligible with only 12 selected for full studies, of which 6 entered the final review. With this review we can deduce that the field of heuristics and usability for educational games is still little explored, with few specific evaluations validated or in the process of validation, requiring greater investment in the area. Through this review, we found at least one heuristic that meets the usability evaluation of educational software: Game User Experience Satisfaction Scale (GUESS).
The European Commission Science Hub has been promoting Computational Thinking (CT) as an important 21st century skill or competence. However, "despite the high interest in developing computational thinking among schoolchildren and the large public and private investment in CT initiatives, there are a number of issues and challenges for the integration of CT in the school curricula". On the other hand, the Digital Competence (DC) Framework 2.0 (DigCom) is promoted in the same European Commission Science Hub portal. It shows that both topics have many things in common. Thus, there is the need of research on the relationship between CT and digital competence.
The goal of this paper is to analyse and discuss the relationship between DC and CT, and to help educators as well as educational policy makers to make informed decisions about how CT and DC can be included in their local institutions. We begin by defining DC and CT and then discuss the current state of both phenomena in education in multiple countries in Europe. By analysing official documents, we try to find the underlying commonness in both DC and CT, and discover all possible connections between them. Possible interconnections between the component groups of approaches are presented in Fig.
This work investigates the effect of computer use in the memory process in young and adults under the Perceptual and Memory experimental conditions. The memory condition involved the phases acquisition of information and recovery, on time intervals (2 min, 24 hours and 1 week) on situations of pre and post-test (before and after the participants took part on a Basic Computing course), in which the participants studied the map of Brazil during 7 minutes and the estimates of different areas of Brazilian states were performed according to the magnitude estimation method, without the presence of the map. On the Perceptual condition, the estimates were made in the presence of the Brazilian map. The study made possible to verify that the use of a computer, as a new activity enables a differentiation on the memory process in relation to the different experimental conditions proposed and to the time intervals used between acquisition, processing and information recovery, showing that the use of a computer as a pedagogical tool may promote the improvement of the memory process in academic activities.