VLDB 2026 Research / reviewers in the wild / expert
Danielle Boulden
dblp:227/5115 · also Danielle Cadieux Boulden
· DBLP profile ↗
13ranked-venue papers
2as first author
9since 2021 · last 2025
0000-0003-4833-7115ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Shaping AI Interest in Rural Middle Schools with Unplugged Learning: Gender Differences and Teacher InsightsabstractAdoption of artificial intelligence (AI) is at an inflection point. With daily use of AI escalating due to widely available software tools, educators, researchers, and policymakers must adapt swiftly to changing educational needs. While think tanks and Big Tech companies often promote the notion that AI serves as a powerful tool for democratizing access to knowledge and opportunities, our work in rural communities underscores the disparity in access to AI education and related opportunities. In this paper, we report on our experience introducing foundational AI concepts to rural middle school students using an unplugged game-based learning activity. By providing engaging learning experiences to rural populations, we hope to broaden interest in and understanding of AI technologies. To this end, we conducted a classroom study in which two middle school teachers implemented our unplugged AI learning activity with their students. Analyzing survey data from 60 of the participating students, we explore the impact of the activity on their interest in AI, their conceptual understanding, and examine potential gender differences. Additionally, we share insights from the teachers who participated in our professional development sessions in preparation for the classroom implementations. Hansol Lim, Danielle Boulden, Jessica Vandenberg, Veronica Cateté, Wookhee Min, Bradford W. Mott |
AAAI | 2 |
| 2023 | Leveraging Game Design Activities for Middle Grades AI Education in Rural CommunitiesabstractThe ever pervasive nature of artificial intelligence (AI) in our world necessitates a focus on fostering an AI literate society. Young children, those aged 11 to 14, are at a critical point in developing their dispositions toward and perceptions of science, technology, engineering, and mathematics (STEM), which influences their future education and career interests. Youth in rural areas are in particular need of access to AI learning opportunities to prepare them for the future workforce; digital games may be one way to attract young, rural students to STEM education and careers. In this paper, we explore how to introduce rural middle grades students to foundational AI concepts through digital game design activities. To inform our efforts and to establish an understanding of what these student populations as well as their teachers know about AI and games, we conducted a set of interviews and focus groups. In brief, students’ awareness and understanding of AI varied significantly, whereas teachers had limited knowledge of AI. Moreover, students shared great interest in playing and designing games. In support of our findings, we are developing a set of game design activities around five core AI concepts and ensuring the activities are of interest to our rural students. Jessica Vandenberg, Wookhee Min, Veronica Cateté, Danielle Boulden, Bradford W. Mott |
FDG | 4 |
| 2023 | Toward AI-infused Game Design Activities for Rural Middle Grades StudentsabstractThe ubiquity of artificial intelligence (AI) in everyday life suggests the need to ensure young students know about AI, its uses and limitations, and its benefits and risks, while enabling them to develop expertise in using AI-driven technologies. To support rural middle grades students and educators in learning and teaching AI concepts, we are designing AI-focused learning activities centered around the creation of digital gameplay experiences. To inform our designs, we conducted educator interviews and student focus groups to gain insights into their understanding of AI, their computer science background, and their knowledge and interest in gaming. Building on findings from these interviews and focus groups, we have designed a set of hands-on activities to elicit deeper feedback from students and educators on their preferences, points of confusion, and interests. In this work, we present our initial AI-infused game design activities. Jessica Vandenberg, Wookhee Min, Anisha Gupta, Veronica Cateté, Danielle Boulden, Bradford W. Mott |
ITiCSE (2) | 5 |
| 2023 | Promoting AI Education for Rural Middle Grades Students with Digital Game DesignabstractThe demand is growing for a populace that is literate in Artificial Intelligence (AI); such literacy centers on enabling individuals to evaluate, collaborate with, and effectively use AI. Because the middle school years are a critical time for developing youths' perceptions and dispositions toward STEM, creating engaging AI learning experiences for middle grades students (ages 11 to 14) is paramount. The need for providing enhanced access to AI learning opportunities is especially pronounced in rural areas, which are typically underserved and underresourced. Inspired by prior research that game design holds significant potential for cultivating student interest and knowledge in computer science, we are designing, developing, and iteratively refining an AI-centered development environment that infuses AI learning into game design activities. In this work, we review design principles for game design interventions focused on middle grades computer science education and explore how to introduce AI learning experiences into interactive game design activities. We also discuss results from our initial co-design sessions with middle grades students and teachers in rural communities. Jessica Vandenberg, Wookhee Min, Veronica Cateté, Danielle Boulden, Bradford W. Mott |
SIGCSE (2) | 4 |
| 2021 | Supporting Interactive Storytelling with Block-Based Narrative Programming
Andy Smith, Danielle Boulden, Bradford W. Mott, Aleata Hubbard Cheuoua, James Minogue, Kevin M. Oliver, Cathy Ringstaff |
ICIDS | 2 |
| 2021 | Supporting Students' Computer Science Learning with a Game-based Learning Environment that Integrates a Use-Modify-Create Scaffolding FrameworkabstractUse-Modify-Create (UMC) has gained recognition as a viable scaffolding approach for student programming activities, but little is known about how UMC could support CS learning in game-based learning environments. We designed and developed a game to teach middle grade students (ages 11-13) CS through block-based programming challenges. The game integrates a UMC pedagogical framework to promote successful student outcomes for a wide variety of student abilities, including those without prior programming experience. Utilizing a mixed-methods research design, we investigated how the game influenced student learning of CS concepts and the role of UMC on the problem-solving strategies students applied to complete the game. In particular, we were interested in how prior experience would moderate these outcomes. Results from a multilevel model of students' pre-and post-assessment scores (N = 77) on a CS concepts assessment indicated that all students, regardless of prior programming experience, showed significant learning gains from pre to post after playing the game. Qualitative results revealed that the UMC scaffolding progression provided students, particularly those with little to no prior programming experience, with the foundational knowledge needed to progress through the game levels and challenges. Specifically, we found that the Use phases of the game reduced novice students' cognitive load and facilitated the necessary CS conceptual understanding to solve the open-ended programming tasks encountered in the game's Modify and Create phases. Our findings demonstrate the efficacy of UMC to support the learning of novice programmers in a game-based learning environment while not to the detriment of those more experienced. Danielle Boulden, Arif Rachmatullah, Madeline Hinckle, Dolly Bounajim, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester, Eric N. Wiebe |
ITiCSE (1) | 1 |
| 2021 | Promoting Computational Thinking in Elementary School: A Narrative-Centered Learning ApproachabstractOne of the most efficient ways for elementary school students to gain exposure to computational thinking is when it is integrated into other disciplinary areas; however, elementary school teachers often lack the necessary resources to do this effectively. By leveraging the motivation force of narrative to engage students and the scaffolding affordances of block-based programming to support students, computationally-rich narrative-centered learning offers promise to address this need. In this work, we review design principles from prior work for engaging elementary students in computational thinking as well as results from initial pilot studies to investigate how computationally-rich narrative-centered learning in the context of science problem solving can support the integration of computational thinking into other disciplinary areas. Danielle Boulden, Andy Smith, Kimkinyona Fox, Jennifer Houchins, Rasha Elsayed, Aleata Hubbard Cheuoua, James Minogue, Kevin M. Oliver, Cathy Ringstaff, Bradford W. Mott |
ITiCSE (2) | 1 |
| 2021 | The Design and Implementation of a Method for Evaluating and Building Research Practice PartnershipsabstractWe have established a research-practice partnership (RPP) to build a computer science (CS) and computational thinking (CT)-focused STEM ecosystem at two middle schools. Creating such an ecosystem to broaden student participation in computing through an RPP approach involves all stakeholders in the research process. Borrowing upon visual participatory research methods, we developed a graphic research instrument to engage teachers in the research process and elicit their perspectives on strategies for building the ecosystem. This experience report describes our research methodology across two distinct cases to demonstrate the utility of this drawing activity as an investigative and partnership development tool. The contribution is in offering a flexible approach to other university-based RPP teams that enables a synergistic partnership development tool and data collection instrument that can be tailored to a variety of RPP contexts, facilitating more productive and equitable ways of engaging stakeholders in the research process. We describe our project contexts and share results from the pilot study with practitioner-members of our RPP teams. We discuss two cases to highlight the contribution this approach made to the development of our partnerships. Audrey Rorrer, David Pugalee, Callie Edwards, Danielle Boulden, Mary Lou Maher, Lijuan Cao, Mohsen Dorodchi, Veronica Cateté, David Frye, Tiffany Barnes, Eric N. Wiebe |
SIGCSE | 4 |
| 2021 | Collaborative Dialogue and Types of Conflict: An Analysis of Pair Programming Interactions between Upper Elementary StudentsabstractIn successful collaborative paradigms such as pair programming, students engage in productive dialogue and work to resolve conflicts as they arise. However, little is known about how elementary students engage in collaborative dialogue for computer science learning. Early findings indicate that these younger students may struggle to manage conflicts that arise during pair programming. To investigate collaborative dialogue that elementary learners use and the conflicts that they encounter, we analyzed videos of twelve pairs of fifth grade students completing pair programming activities. We developed a novel annotation scheme with a focus on collaborative dialogue and conflicts. We found that student pairs used best-practice dialogue moves such as self-explanation, question generation, uptake, and praise in less than 23% of their dialogue. High-conflict pairs antagonized their partner, whereas this behavior was not observed with low-conflict pairs. We also observed more praise (e.g., "We did it!") and uptake (e.g., "Yeah and...") in low-conflict pairs than high-conflict pairs. All pairs exhibited some conflicts about the task, but high-conflict pairs also engaged in conflicts about control of the computer and their partner's contributions. The results presented here provide insights into the collaborative process of young learners in CS problem solving, and also hold implications for educators as we move toward building learning environments that support students in this context. Jennifer Tsan, Jessica Vandenberg, Zarifa Zakaria, Danielle Boulden, Collin F. Lynch, Eric N. Wiebe, Kristy Elizabeth Boyer |
SIGCSE | 4 |
| 2020 | Enhancing Student Competency Models for Game-Based Learning with a Hybrid Stealth Assessment Framework
Nathan L. Henderson, Vikram Kumara, Wookhee Min, Bradford W. Mott, Danielle Boulden, Trudi Lord, Frieda Reichsman, Chad Dorsey, Eric N. Wiebe, James C. Lester |
EDM | 6 |
| 2020 | Elementary Students' Understanding of CS TermsabstractThe language and concepts used by curriculum designers are not always interpreted by children as designers intended. This can be problematic when researchers use self-reported survey instruments in concert with curricula, which often rely on the implicit belief that students’ understanding aligns with their own. We report on our refinement of a validated survey to measure upper elementary students’ attitudes and perspectives about computer science (CS), using an iterative, design-based research approach informed by educational and psychological cognitive interview processes. We interviewed six groups of students over three iterations of the instrument on their understanding of CS concepts and attitudes toward coding. Our findings indicated that students could not explain the terms computer programs nor computer science as expected. Furthermore, they struggled to understand how coding may support their learning in other domains. These results may guide the development of appropriate CS-related survey instruments and curricular materials for K–6 students. Jessica Vandenberg, Jennifer Tsan, Danielle Boulden, Zarifa Zakaria, Collin F. Lynch, Kristy Elizabeth Boyer, Eric N. Wiebe |
ACM Trans. Comput. Educ. | 3 |
| 2019 | Use, Modify, Create: Comparing Computational Thinking Lesson Progressions for STEM ClassesabstractComputational Thinking (CT) is being infused into curricula in a variety of core K-12 STEM courses. As these topics are being introduced to students without prior programming experience and are potentially taught by instructors unfamiliar with programming and CT, appropriate lesson design might help support both students and teachers. "Use-Modify-Create" (UMC), a CT lesson progression, has students ease into CT topics by first "Using" a given artifact, "Modifying" an existing one, and then eventually "Creating" new ones. While studies have presented lessons adopting and adapting this progression and advocating for its use, few have focused on evaluating UMC's pedagogical effectiveness and claims. We present a comparison study between two CT lesson progressions for middle school science classes. Students participated in a 4-day activity focused on developing an agent-based simulation in a block-based programming environment. While some classrooms had students develop code on days 2-4, others used a scaffolded lesson plan modeled after the UMC framework. Through analyzing student's exit tickets, classroom observations, and teacher interviews, we illustrate differences in perception of assignment difficulty from both the students and teachers, as well as student perception of artifact "ownership" between conditions. Nicholas Lytle, Veronica Cateté, Danielle Boulden, Yihuan Dong, Jennifer Houchins, Alexandra Milliken, Amy Isvik, Dolly Bounajim, Eric N. Wiebe, Tiffany Barnes |
ITiCSE | 3 |
| 2019 | An Investigation of Conflicts Between Upper-Elementary Pair ProgrammersabstractExtensive prior research suggests that pair programming holds many benefits for novices. Pair programming has been well studied at the undergraduate level, and recently, the CS education research community has started to realize that younger learners may also benefit from pair programming. However, an important factor in pair programming success for young learners is the ability to resolve conflicts during the process. Little is known about what types of conflicts occur while elementary students pair program or how those conflicts are, or are not, resolved. To investigate this phenomenon, we analyzed the videos of six pairs of students completing a programming activity. We found that conflicts evolve in four general stages, which may not all be present in each conflict: initiation, escalation, de-escalation, and conclusion. Some conflicts are resolved when the students come to an agreement, others end passively. The analysis revealed that the pairs' conflicts began around disagreements about code, who should have control of the keyboard and mouse, and other interpersonal events. This research indicates that conflicts are a significant concern for young students, and supporting young learners in developing improved collaboration skills is a key direction for CS education research. Jennifer Tsan, Jessica Vandenberg, Xiaoting Fu, Jamieka Wilkinson, Danielle Boulden, Kristy Elizabeth Boyer, Collin F. Lynch, Eric N. Wiebe |
SIGCSE | 5 |