This editorial connects policy framework suggestions for AI literacy in elementary and secondary schools and the papers published in this special issue. The suggested framework emphasizes a human-centered vision for AI education, encompassing four domains for students – Human-Centered Mindset, AI Ethics, AI Technology and Application, and AI System Design – and five dimensions for teachers, including AI-Empowered Pedagogy and Professional Development, aligning with UNESCO AI Competency Frameworks for Students and for Teachers. Collectively, the featured papers illustrate how this policy vision can be enacted through evidence-based practice: a systematic review of AI in primary education highlights pedagogically grounded, equity-driven approaches; an empirical study on an ethical reasoning curriculum demonstrating how responsible AI thinking can be taught and assessed; a constructionist review showcases hands-on, design-based strategies that foster active learning and creativity; a qualitative study on generative AI in the applied arts reveals new professional literacies for an AI-augmented creative economy; a GenAI-integrated data-science course illustrates how usability, reliability, privacy, and ethics can be woven into disciplinary learning; a survey of preservice STEM teachers identifies affective and experiential predictors of AI self-efficacy for educators; a Structured Controversy platform shows how debate and case-based reasoning can cultivate nuanced ethical judgment in computer science students; and a problem-based mathematics course demonstrates how we can teach students to discern which types of AI tools can better support different problem-solving tasks in real-world business contexts. Together, these studies illuminate a coherent pathway from policy to practice – one that advances human-centered, ethical, and sustainable AI literacy across lifelong learning and development.
Physical computing covers the design and realization of interactive objects and installations and allows students to develop concrete, tangible products of the real world, which arise from the learners' imagination. This can be used in computer science education to provide students with interesting and motivating access to the different topic areas of the subject in constructionist and creative learning environments. To make many existing activities and examples of such project ideas available for classroom use and to expand the topic areas suitable for learning in such environments beyond introductory to programming, a physical computing syllabus for computer science courses in general education schools has been developed. In this paper the methods and different perspectives that were taken into account are presented. The resulting syllabus can be used to develop a constructionist computer science curriculum with physical computing.