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iTELL: intelligent Texts for Enhanced Life-long Learning

Jun. 12, 2024—The iTELL (intelligent Texts for Enhanced Life-long Learning) framework ingests static texts on any content do-main using a custom content preparation system that guides content editors through the process of formatting the text and reviewing AI-augmented content prior to publication. Text content in iTELL is augmented with keyphrase generation (used for writing feedback) and short...

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Immersive VR Cave

Jun. 12, 2024—The project is designed to create an immersive environment for testing sensory development in children from birth until young adulthood. The environment will be a cave that will allow high resolution video projection via four 4k projectors, spatial audio via an ambisonics array of 25 speakers, and tactile and haptic stimulus delivery via a series...

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Leveraging GenAI in CS Education

Jun. 11, 2024—In the age of GenAI and with code generation tools, CS pedagogy is facing new challenges and opportunities. This series of projects aims to investigate the impact of GenAI on students’ learning performance in CS education and develop new pedagogical approaches with GenAI to enhance CS education. Core Publications Huang, Y., Zheng, X., Wang, H.,...

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EyeTrans: Understanding and Leveraging Human Cognition to Empower AI models for Programming

Jun. 11, 2024—This project uses multi-modalities including eye tracking and medical imaging to model human cognitive processes in programming activities, and then leverage human cognition to develop automated models and tools to assist automated programming tasks. This series of projects aims to investigate the fundamental cognitive processes in programming and empower the modeling and design of more...

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Critical Computing

Jun. 11, 2024—Although elementary school-aged children use and have interest in technologies with integrated Artificial Intelligence (AI) applications, they rarely critically investigate the sociopolitical contexts in which people consume and produce AI technology. Without engaging in this form of critical computing, elementary school students will not be prepared to participate ethically in a digitally reliant society and...

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Participatory Quantitative Ethnography

Jun. 11, 2024—Participatory quantitative ethnography has emerged as QE scholars have recognized the need to support equitable researcher-participant relations in the co-construction of knowledge. Calls for imagining and designing possibilities for such collaboration agree on the potential of already existing tools, such as Epistemic Network Analysis (ENA), within QE. Traditionally, ENA has been used by researchers as...

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GROOVA: An Interactive Graphing Tool for Elementary School Students

Jun. 11, 2024—Computational data literacies have become increasingly important for students of all ages. For elementary school children, these literacies include data storytelling with visualizations. However, a limited number of data visualization tools exist that are developmentally appropriate for children in grades 2 – 5. GROOVA is a data storytelling and visualization tool developed by researchers and...

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Redforest Reading Tool

Apr. 18, 2024—Redforest is a system that has grown out of research exploring the differences and similarities between digital and paper reading. It provides data (including eye-gaze data from various eye-gaze tools) on in-the-moment reading behaviors, shedding light on the reading process as it relates to the reading product. The Redforest system allows teachers to get data...

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“Code to Joy” Team’s BeatBlox Advances to NSF VITAL Challenge Finals

Dec. 14, 2023—Revolutionizing Computer Science Education through Music  LIVE is thrilled to announce that the trans-institutional “Code to Joy” team has advanced to the final round of the NSF Visionary Interdisciplinary Teams Advancing Learning (VITAL) Prize Challenge for the innovative design of BeatBlox, a music-based framework for teaching computer science. Computer science is rapidly becoming a required part of the...

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