Linda Mannila

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19ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0001-6020-2737ORCID · verified

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Human-computer interaction and ubiquitous computing · 19 · 4 first-author · 10 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 3 since 2021
YearPublicationVenuePosition
2026 From Barriers to Actions: A Thematic Analysis of Swedish K-12 Teachers' Perspectives on AI Integration
Yuki Nagae, Jalal Nouri, Linda Mannila
AIED (6)4
2026 Conceptualizing the Depth and Breadth of AI Literacy
Otto Segersven, Joonas Merikko, Linda Mannila
AIED (5)4
2025 Emergence of LLMs: (Not-so-)Significant Delving in Essay Answers in a MOOC on the Ethics of AI
Leo Leppänen, Lili Aunimo, Arto Hellas, Jukka K. Nurminen, Linda Mannila
AIED (6)5
2025 Developing an AI Concept Inventory for Non-Experts
abstract
This working group aims to develop a research-based AI concept inventory (AI CI) to assess the understanding of foundational AI concepts among non-experts. By identifying core concepts and common misconceptions through literature reviews, expert consultations, and iterative validation, the group will create a user-friendly assessment tool that can be used to capture snapshots of AI understanding, support benchmarking across contexts, and inform educational initiatives and policy. Designed for diverse non-expert audiences, including educators, students, and the general public, this tool can provide valuable insights into how AI knowledge evolves over time, contributing to the broader goal of promoting AI literacy in everyday contexts.
Linda Mannila, Julie Henry, Tobias Bahr, Christos Chytas, Harold S. Connamacher, Henry Hickman, Barbara C. N. Müller, Simone Opel, Andreas Scholl
ITiCSE (2)1
2024 Grasping the Unseen: TA Insights into Teaching Subtle Concepts in Computer Science
abstract
Conquering fundamental programming concepts that subtly affect program behavior is a challenge for Computer Science (CS) students. Learning parameter passing, aliasing, scope, and references, how they work and being able to reason about them, is crucial for CS students. In this qualitative study we explore how these concepts are taught from the perspective of Teaching Assistants (TAs). Using phenomenographic analysis we find several areas that could be improved regarding the activities and assessments that students are exposed to during their studies. These findings include issues with consistent grading, the training of TAs, the support structures offered to TAs, and variations in the perceived focus on these concepts. Finally, our results highlight a need to explore how proficient TAs are with these concepts.
Pontus Haglund, Linda Mannila, Filip Strömbäck, Aseel Berglund
ITiCSE (1)2
2023 "Look at Our Smart Shoe" - a Scalable Online Concept for Introducing Design as Part of Computational Thinking in Grades 1-6
abstract
While programming is a process covering many stages, many of the tasks K-12 students meet at school are small with little need for, e.g., analysis or design. These earlier phases are, however, important to let children meet open-ended problems, brainstorm solutions and ideate their own creative designs. In this paper we present a model for an online, scalable and scaffolded design workshop for covering such aspects at K-12 level. Through a case study with 1200 students and 60 teachers on IoT and smart things, we describe the workshop and the resulting designs. While the students managed to design their own artifacts, more time had been needed for covering ethical aspects related to technology design. The results suggest creating separate workshops for different grade levels, and also for design and ethical aspects respectively. Moreover, additional resources could support teachers in continuing the discussion with the students after the workshop.
Linda Mannila, Mia Skog
IDC1
2022 Exploring programming didactics in primary school - a gender perspective
abstract
This Research Full Paper explore inclusion in programming in primary school. Education plays a crucial role in engaging a diverse group of students with different social backgrounds and interests. Therefore, this study aims to shed light upon inclusion in programming in primary school, focusing on gender to increase the knowledge regarding inclusion in programming didactics. The following research questions have guided the study: How are programming activities designed in primary school? How do pupils approach the programming tasks given? Can any gender differences be observed, and what are the consequences for the teaching practice? The theoretical framework used to analyse the empirical material is at the intersection between multimodal social semiotics [1] and a design-oriented perspective [2]. The empirical material consists of classroom video observations. Programming lessons in grades 4-8 have been observed and videos was recorded during 2019-2020. The pupils have worked on eight different programming tasks during the lessons. Analysis of these programming activities (tasks, instructions and resources used) focusing on gender has been made. Findings show two aspects 1) interest and position and 2) representations of knowledge. Regarding interest and position, the study of programming activities shows both similarities and differences between girls’ and boys’ approach to the task. Similarities are shown regarding the learning activities. No differences in coding strategies or creativity are observed if the task has an open design. The differences are shown in the guided tasks, where boys tend to engage in the tasks from their interests rather than following instructions and girls tend to follow the instructions given by the teacher. From a gender perspective, the boys might find programming more creative and fun, and the girls might feel less engaged as their interest falls into the background. Secondly, knowledge representations might affect who is seen as an expert within the CS field. For example, in grades 4 and 5, a male voice was represented in the video clips and a guest teacher used when presenting programming activities. The resources used in the lessons can be seen as representations of knowledge. In this case, they are always connected to a social and cultural domain [3], an environment foremost represented by males in this case.
Anna Åkerfeldt, Susanne Kjällander, Linda Mannila, Fredrik Heintz
FIE3
2022 Signs of learning in middle school computing education
abstract
Programming has been part of Swedish elementary school curriculum for six years and the aim of this full paper is to find out how teachers can design programming activities so that students engage and learn. A mix-methods research project with a social semiotic, multimodal theoretical framework – Designs for learning – is used to investigate teaching and learning in a class during three years. The results in this small-scale study indicate that collaboration is a successful didactic design for programming lessons in school. Computational thinking is prevalent and both digital skills (such as coding) and digital competencies (such as understanding the impact of technology in society) are practiced and met in programming lessons merging Science, Technology, Engineering, Arts, and Mathematics.
Susanne Kjällander, Anna Åkerfeldt, Linda Mannila, Fredrik Heintz
FIE3
2022 Exploring Gender Differences in Primary School Programming
abstract
As a result of the increased digitalisation, many countries have introduced programming in their primary education curricula. One main objective is to give all children equal opportunities to develop the skills needed to be an active participant and producer in a digitalized society. This also addresses another important objective, that of increased diversity and broadened participation. Despite technology being a natural part in our everyday lives, stereotypical views of programming as a primarily male activity still exist. In this paper, we explore girls’ and boys’ experiences of programming at school and in their spare time. The study is situated in primary school classrooms in Sweden, where programming was introduced in a cross-curricular manner as part of digital competence in 2018. While most students reported having some programming experience, it was quite limited. The results show that, compared to the girls, boys in grades 4-9 are somewhat more positive towards programming and get more programming experience both at school and in their spare time. Similarly, boys rated their self-perceived programming skills higher than the girls. In grades 1-3, no gender disparity was found in students’ attitudes, experiences or skills. However, the gender differences in grades 4-9 were not reflected to an equally high extent in the students’ programming skills, as girls and boys did equally well on many skills related tasks. The analysis highlights the importance of well planned, motivating and relevant tasks in order to provide positive experiences of programming in the classroom.
Linda Mannila, Anna Åkerfeldt, Susanne Kjällander, Fredrik Heintz
FIE1
2021 Pilot Study of a Visualization Tool for Object Graphs and Concurrency via Shared Memory
abstract
Concurrency and synchronization are two topics that are becoming increasingly important as multicore systems and distributed systems are becoming the norm. However, prior research shows that students struggle with these topics, perhaps partially since they require a good understanding of language semantics and abstract reasoning. To aid students' learning, we developed Progvis to visualize these concepts and let students experiment with them. We also conducted a pilot study of whether the tool helps students to solve synchronization problems, and the results are promising.
Filip Strömbäck, Linda Mannila, Mariam Kamkar
SIGCSE2
2020 Exploring Students' Understanding of Concurrency - A Phenomenographic Study
abstract
This paper continues previous efforts in understanding the problems students face when learning concurrency. In this paper, we explore students' understanding of the subject using phenomenography in order to gain insights that can aid in explaining the underlying causes for common student mistakes in concurrency, which has been studied in depth previously. Students' experience of concurrency and critical sections were analyzed using a phenomenographic study based on interviews with students attending one of two courses on concurrency and operating systems. We present 6 categories describing students' experience of concurrency, and 4 categories describing students' experience of critical sections in this paper. Furthermore, these categories are related to previous results, both to explore how misconceptions in the categores relate to student mistakes and to estimate how common it is for each category to be discerned.
Filip Strömbäck, Linda Mannila, Mariam Kamkar
SIGCSE2
2019 A Student's View of Concurrency - A Study of Common Mistakes in Introductory Courses on Concurrency
abstract
This paper investigates common misconceptions held by students regarding concurrency in order to better understand how concurrency education can be improved in the future. As a part of the exam in two courses on concurrency and operating systems, students were asked to identify and eliminate any concurrency issues in a piece of code as a part of their final exam. Different types of mistakes were identified and the 216 answers were sorted into categories accordingly. The results presented in this paper show that while most students were able to identify the cause of an issue given its symptoms, only approximately half manage to successfully eliminate the concurrency issues. Many of the incorrect solutions fail to associate shared data with a synchronization primitive, e.g. using one lock to protect multiple instances of a data structure, or multiple locks to protect the same instance in different situations. This suggests that students may not only have trouble dealing with concepts related to concurrency, but also more fundamental concepts related to the underlying computational model. Finally, this paper proposes possible explanations for the students' mistakes in terms of improper mental models, and suggests types of problems that highlight the issues with these mental models to improve students' understanding of the subject.
Filip Strömbäck, Linda Mannila, Mikael Asplund, Mariam Kamkar
ICER2
2018 Digital Competence, Teacher Self-Efficacy and Training Needs
abstract
Computing related content is introduced in school curricula all over the world, placing new requirements on school teachers and their knowledge. Little attention has been paid to fostering the skills and attitudes required to teach the new content. This involves not only traditional computing topics, such as algorithms or programming, but also the role of technology in society as well as questions related to ethics, safety and integrity. As technology develops at a fast rate, so does the content to be taught. Learning computing content through isolated in-service training initiatives is by no means enough, but rather, teachers need to develop confidence to independently and continuously explore what is new, what is relevant and how to include digital competence in their teaching. Teachers' self-efficacy is hence of crucial importance. In a previous article \citenorden2017 we described the development of a self-efficacy scale for teachers, focusing on digital competence as described in EU's framework DigComp 2.0. In this paper, we extend that work by analysing 530 teachers' responses collected in Autumn 2017 during a series of workshops and other professional development events. Our goal was to collect baseline data, painting a picture of teachers' current self-efficacy levels in order to facilitate follow-up studies. In addition, our results also point out challenging areas, consequently providing important insight into what topics and themes should be emphasized in professional development initiatives.
Linda Mannila, Lars-Åke Norden, Arnold Pears
ICER1
2018 Computational Thinking for All: An Experience Report on Scaling up Teaching Computational Thinking to All Students in a Major City in Sweden
abstract
The Swedish government has recently introduced digital competence including programming in the Swedish K-9 curriculum starting no later than fall 2018. This means that 100 000 teachers need to learn programming and digital competence in less than a year. In this paper we report on our experience working with professional teacher training in Sweden's fifth largest city. The city has about 150 000 inhabitants and about 50 schools with about 14 000 students in primary education. The project has been carried out in close cooperation with the municipality.
Fredrik Heintz, Linda Mannila
SIGCSE2
2017 Educating Computer Science Educators Online - A Racket MOOC for Elementary Math Teachers of Finland
abstract
Many countries all over the world are in the process of introducing programming into their K-12 curricula. New Finnish Curriculum includes programming mentioned especially in accordance with mathematics and crafts. Consequently, Finland needs to train teachers to teach programming at elementary school level. In this paper, we describe how elementary math teachers were educated online to teach programming using the Racket programming language. The aim of the course was to increase both content knowledge (CK) and technological pedagogical content knowledge (TPACK). By analyzing the course feedback, questionnaires and exercise data, we present the teachers’ views on the course and effects on their professional development (TPD). Finally, we describe development ideas for future online courses.
Tiina Partanen, Pia Niemelä, Linda Mannila, Timo Poranen
CSEDU (1)3
2017 Development of a self-efficacy scale for digital competences in schools
abstract
As computer science enters the school curricula in an increasing number of countries, teachers must prepare to integrate digital competences into their teaching. This integration is a moving target where new methods, tools and applications appear and disappear at such rates that teachers must have confidence to independently and continuously explore what is new, what is relevant and how to plan their pedagogic activities to include digital competences. In this context approaches which can be used to study self-efficacy in digital competences among school teachers are desperately needed. With such a tool in place, we can make a baseline study and then follow teachers over time to measure changes in their self-efficacy, the cause of these changes and learn how to build their digital competence self-efficacy in different ways. The same tool can also be used to measure the self-efficacy in other populations, e.g., students in teacher training programs to ensure that they obtain an adequate self-efficacy in digital competences during their studies. This paper describes the development of a self-efficacy scale in digital competences, based on the DigiComp 2.0 framework definition of digital competence. The tool focuses predominantly on digital competences relevant for teachers in school years K-9.
Lars-Åke Norden, Linda Mannila, Arnold Pears
FIE2
2016 A review of models for introducing computational thinking, computer science and computing in K-12 education
abstract
Computer science is becoming ever increasingly important to our society. Computer science content has, however, not traditionally been considered a natural part of curricula for primary and secondary education. Computer science has traditionally been primarily a university level discipline and there are no widely accepted general standards for what computer science at K-12 level entails. Also, as the interest in this area is rather new, the amount of research conducted in the field is still limited. In this paper we review how 10 different countries have approached introducing computer science into their K-12 education. The countries are Australia, England, Estonia, Finland, New Zealand, Norway, Sweden, South Korea, Poland and USA. The studied countries either emphasize digital competencies together with programming or the broader subject of computer science or computing. Computational thinking is rarely mentioned explicitly, but the ideas are often included in some form. The most common model is to make computer science content compulsory in primary school and elective in secondary school. A few countries have made it compulsory in both, while some countries have only introduced it in secondary school.
Fredrik Heintz, Linda Mannila, Tommy Färnqvist
FIE2
2016 Supporting Active Learning by Introducing an Interactive Teaching Tool in a Data Structures and Algorithms Course
abstract
Traditionally, theoretical foundations in data structures and algorithms (DSA) courses have been covered through lectures followed by tutorials, where students practise their understanding on pen-and-paper tasks. In this paper, we present findings from a pilot study on using the interactive e-book OpenDSA as the main material in a DSA course. The goal was to redesign an already existing course by building on active learning and continuous examination through the use of OpenDSA. In addition to presenting the study setting, we describe findings from four data sources: final exam, OpenDSA log data, pre and post questionnaires as well as an observation study. The results indicate that students performed better on the exam than during previous years. Students preferred OpenDSA over traditional textbooks and worked actively with the material, although a large proportion of them put off the work until the due date approaches.
Tommy Färnqvist, Fredrik Heintz, Patrick Lambrix, Linda Mannila, Chunyan Wang 0003
SIGCSE4
2014 Students' performance on programming-related tasks in an informatics contest in Finland, Sweden and Lithuania
abstract
The ways in which informatics is covered in K-12 education vary among European countries. In Finland and Sweden, informatics is not included in the core curriculum, whereas, for example, in Lithuania, all students are exposed to some informatics concepts starting in the fifth grade. Bebras is an annually arranged international informatics contest for K-12 level, resulting in a large collection of data about contestants and their results. In this paper, we analyse contest data from the Finnish, Swedish and Lithuanian 2013 con- tests, focusing on students' performance on tasks related to algorithmic thinking. Our findings suggest that despite coming from different educational systems, students perform rather similarly on the tasks. The same tasks are difficult and the thinking behind picking an incorrect answer seems rather similar throughout the countries. The analysis also points out that there is a lack of easy questions -- this needs to be fixed in order to not risk scaring students away.
Valentina Dagiene, Linda Mannila, Timo Poranen, Lennart Rolandsson, Pär Söderhjelm
ITiCSE2