Claire Aguiar

dblp:397/6248 · DBLP profile ↗
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7ranked-venue papers
2as first author
7since 2021 · last 2026
0009-0003-2070-067XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021
YearPublicationVenuePosition
2026 An Explanation-Based Classroom Response System for Real-Time Analysis of Undergraduate Students' Natural Language Explanations
abstract
Effective classroom teaching requires instructors to be responsive to their students, such as by pivoting their lectures in real-time to address common misconceptions that their students may have developed. Classroom response systems such as multiple-choice "clicker" systems are one method by which instructors can gauge their students’ understanding during classroom lectures, but open-ended questions that prompt students to engage in self-explanation are better suited to promoting critical thinking. Additionally, analyzing students’ natural language responses typically requires time-consuming manual analysis, which makes it challenging to implement in a classroom setting. To address this challenge, we present an LLM-driven method for automatically assessing students' responses and generating an aggregated summary of LLM-based evaluations for their self-explanations during undergraduate classroom lectures. Our approach extracts relevant knowledge components for a given question, tags students’ responses according to whether they correctly address each knowledge component, and generates class-level summaries that highlight common misconceptions and gaps in knowledge to support instructors in pivoting their lectures in real time. We evaluate the system’s effectiveness at these tagging and summarization tasks on data from an undergraduate computer science course, using quantitative and qualitative metrics such as relevance, sufficiency, hallucination rate, and alignment with instructional goals and desired feedback format gathered through instructor interviews. Results suggest that the explanation-based classroom response system can accurately analyze students’ natural language explanations.
Jordan Esiason, Priyanka Khare, Claire Aguiar, Dan Carpenter, Wookhee Min, Seung Lee, Gamze Ozogul, James C. Lester
AAAI3
2026 Co-Designing Unplugged Learning Activities with K-2 Teachers for Early AI Literacy Education
abstract
Introducing AI concepts in the earliest years of schooling can help children make sense of intelligent technologies, yet few resources exist for K–2 classrooms. This paper presents the design and outcomes of a professional development (PD) program supporting K–2 teachers as they explored AI literacy and co-designed unplugged classroom activities. Grounded in AI4K12's Five Big Ideas in AI framework, the PD combined hands-on learning, collaborative design, and micro-teaching opportunities. Guiding activities included Train the AI (pattern recognition), What Happens Next? (consequences of AI use), Who Did the Robot Hear? (data diversity), and Teach the Robot (model training). Educators then created screen-free, English Language Arts-aligned activities using storytelling, sorting, and embodied play to introduce AI topics such as machine learning and fairness in age-appropriate ways. The PD emphasized integrating AI into existing K–2 literacy routines, lowering implementation barriers while supporting vocabulary development, reasoning, and empathy. Teacher reflections revealed growing confidence in adapting AI topics for young learners and highlighted the value of peer collaboration, clear language, and tactile materials.
Jessica Vandenberg, Keisha Bailey, Claire Aguiar, Cecilia Xuning Zhang, Danny Schmidt, Treshonda Rutledge, Bradford W. Mott, Joseph P. Wilson
AAAI3
2026 From Embeddings to Chatbots: Playful NLP Activities for Middle School AI Literacy
abstract
As large language models (LLMs) and chatbots become increasingly prevalent, there is an urgent need to create engaging, age-appropriate learning activities that foster foundational AI literacy with a focus on natural language processing (NLP). This paper presents the iterative design and implementation of three instructional activities that introduce middle school learners (ages 11--14) to NLP concepts through playful, hands-on experiences aligned with the AI4K12 Big Idea of Natural Interaction. These activities include: (1) an unplugged card game that develops students' understanding of embeddings and similarity, (2) an unplugged collaborative sentence-generation challenge that illustrates how language models work, and (3) a web-based educational game in which students design and interact with chatbots. Each activity was implemented and refined across multiple educational contexts, including teacher professional development workshops, summer camps, and classroom implementations. All activities are designed to be easy to set up, requiring only commonly available classroom technology (e.g., laptops) and a few inexpensive materials (e.g., decks of cards), and are supported with facilitation guides and reflection prompts. Early implementations revealed areas for refinement, leading to clearer scaffolding that helped students connect gameplay to underlying NLP concepts, and post-refinement surveys indicated that students found the activities both enjoyable and educational. Findings suggest that blending unplugged and digital formats enhances comprehension, and that tailoring content to students' local contexts supports engagement. By making these activities openly available, this work contributes to the growing ecosystem of K–12 AI education resources and offers practical guidance for integrating NLP concepts into classroom instruction.
Jessica Vandenberg, Alex Goslen, Claire Aguiar, Wookhee Min, Veronica Cateté, Bradford W. Mott
AAAI3
2026 Play, Explore, Reward: Introducing Reinforcement Learning Concepts through Game-Based Learning in Middle School
Veronica Cateté, Deniz Ozturk, Claire Aguiar, Jessica Vandenberg, Wookhee Min, Bradford W. Mott
ITiCSE (1)3
2026 AI Meets Storytime: Co-Designing Unplugged K-2 ELA-Aligned AI Lessons with Teachers
abstract
Early elementary teachers are eager to introduce artificial intelligence (AI) concepts to their students but lack age-appropriate resources for exploring abstract ideas such as bias, trust, and fairness. This poster reports on a professional development (PD) program that engaged K-2 teachers in co-designing unplugged, literacy-aligned lessons for AI literacy in resource-constrained classrooms. Grounded in the AI4K12 ''Five Big Ideas in AI,'' the PD combined three phases: concept exploration, lesson co-design, and micro-teaching practice. Through the co-design process, teachers created lessons to help translate abstract AI concepts into classroom-friendly activities. Teachers emphasized the importance of simplifying technical language, embedding activities within familiar English Language Arts (ELA) routines, and using embodied and narrative approaches to sustain student engagement. This work contributes a replicable PD model for introducing AI to early elementary teachers, concrete examples of unplugged AI literacy lessons, and early evidence that abstract AI concepts can be meaningfully connected to literacy and play in K-2 education.
Jessica Vandenberg, Bradford W. Mott, Treshonda Rutledge, Claire Aguiar, Keisha Bailey, Cecilia Xuning Zhang, Joseph P. Wilson
SIGCSE (2)4
2025 Fostering AI Literacy Through Strategic Play: A Competitive Pathfinding Game for Middle School
Claire Aguiar, Dan Carpenter, Jessica Vandenberg, Wookhee Min, Veronica Cateté, Bradford W. Mott
CoG1
2025 "Like a GPS": Analyzing Middle School Student Responses to an Interactive Pathfinding Activity
abstract
Engaging middle school students in complex computational topics such as AI can pose unique challenges to educators, ranging from simplifying potentially difficult mathematical material to maintaining student interest in the subject. One approach to help address these challenges is to utilize hands-on, real-world examples. We conducted a week-long summer camp for 24 students, centering each day around activities aligned with one of the Five Big Ideas in AI. Students participated in exit ticket reflections following each activity. The pathfinding activities, which occurred on one of the days, incorporated real-world examples and digital simulations of three pathfinding algorithms (breadth-first search, depth-first search, and A*), including an activity modeled after the game Pac-Man. Thematic analysis of exit-ticket responses revealed four major themes regarding students' key takeaways from the activities: (1) pathfinding for character movement, notably in video games like Minecraft; (2) pathfinding as a means of efficient navigation; (3) theoretical reasoning regarding the speed of the A* algorithm compared to others, highlighting its intelligent search mechanism; and (4) empirical reasoning based on personal experience during activities, where some students noted A* consistently performed fastest. These findings indicate that students not only engaged with AI concepts but also demonstrated a nuanced understanding of algorithmic efficiency. We examine the implications of these findings on understanding student engagement with interactive pathfinding activities and highlight the potential for future work in this area.
Claire Aguiar, Dan Carpenter, Jessica Vandenberg, Alex Goslen, Wookhee Min, Veronica Cateté, Bradford W. Mott
SIGCSE (2)1