Romina Abeldaño

dblp:377/9901 · also Romina N. Abeldaño · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2026
0009-0006-7143-2750ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2026 Designing Implementable Computational Thinking Activities for Early Childhood Classrooms
abstract
Computational thinking (CT) is increasingly introduced in early childhood, yet teachers often face a gap between young children’s developmental needs, classroom orchestration constraints, and the interaction demands of digital programming activities. We report an iterative, participatory design field study that explores how CT learning activities can be designed and implemented under real classroom conditions. The study focuses on a learning programme for children aged 4–6 that combines unplugged embodied activities, tabletop tangible sequencing, and an Android tablet-based tangible user interface (TUI) prototype called CETA.
Fernando González Perilli, Thaiz Priscilla Sanchez, Romina Abeldaño, Joaquín Márquez, Emilia Casaravilla, Marcos Gimenez, Alar Urruticoechea, Ana Cristina Pires 0001
IDC3
2026 Beyond Adoption: Early Insights on Iterative Technology Appropriation in Early Childhood Classrooms
Fernando González Perilli, Mathias Tejera, Zsolt Lavicza, Romina Abeldaño, Camila Hergatacorzian, Marcos Gimenez, Emilia Casaravilla, Joaquín Márquez, Federico Abraham, Ana Cristina Pires 0001
IDC4
2025 Letters You Can Feel : Co-Designing Tangible Literacy for Blind and Low-Vision Classrooms
abstract
This paper presents a participatory design process to adapt JO!, a tangible literacy game, for blind and low-vision children.In collaboration with students and teachers from a public special education school in Uruguay, we conducted classroom observations, interviews, simulator testing, and co-design workshops to identify accessibility barriers and inform the redesign of tangible and digital components.Preliminary findings emphasize the need for simplified multisensory cues, adaptable physical elements, and supportive audio feedback.This work contributes to the inclusive design of tangible user interfaces (TUIs) and highlights how participatory methods can support the development of meaningful educational tools for diverse learners.
Agustina Bitenbinder, Daniela Alexandra Bolívar, Natalia Fernández, Romina Abeldaño, Maria Pascale, Ana Cristina Pires 0001, Fernando González Perilli
IDC4
2024 "This is like a toy, it already got me": Results of Two Usability Studies of Robotito VPL App with Teachers: Robotito VPL Usability Evaluations
abstract
The relevance of computational thinking (CT) in early education is globally recognized, with Uruguay already incorporating it into kindergarten curricula. However, there is a notable disconnect: existing CT tools, primarily devised for small home groups, fall short in larger classroom settings. To bridge this gap, we developed Robotito VPL – an innovative, free, open-source application tailored to teachers with no programming background. Robotito VPL enables teachers to guide young children in CT learning with Robotito, a robot that engages with its surroundings, supporting a playful, hands-on learning experience for children. This paper presents the results of two usability evaluations with seven teachers. We then translated the outcomes of these evaluations into valuable lessons learned and specific design requirements.
Romina Abeldaño, Ewelina Bakala, Santiago Hitta, Ana Cristina Pires 0001
IDC1