Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sandra Taylor

dblp:20/461 · DBLP profile ↗
← Back
6ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education › pedagogy
game-based learning
0.512021
AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach · AAAI 2021
Computing education › AI education
K-12 AI education
0.512021
AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach · AAAI 2021

Methods — techniques the papers use, named apart from their topics

game-based learning · 1.0
YearPublicationVenuePosition
2021 AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach
abstract
Artificial intelligence has emerged as a technology that is profoundly reshaping society and enabling rapid improvements in science, engineering, and mathematics, as well as information technology itself. This has generated increased demand for fostering an AI-literate populace as well as a growing recognition of the importance of promoting K-12 students’ awareness and interest in AI. Although efforts are be-ginning to incorporate AI learning within K-12 education, there is little research exploring how to introduce students to AI and how to support teachers to integrate AI learning experiences in their classrooms. This is especially true at the elementary school level. A particularly promising approach for providing effective and engaging AI learning experiences for elementary students is game-based learning. In this paper, we explore how to introduce AI-infused collaborative inquiry learning into upper elementary school (student ages 8 to 11) using game-based learning. To ground the work in the realities of elementary school classrooms, we present insights from interviews with elementary school teachers to under-stand how best to support them in integrating AI into their classrooms. We then present the design of PrimaryAI, a game-based learning environment that supports rich problem-based learning activities within upper elementary classrooms centered on AI applied toward solving life-science problems. Finally, we discuss some of the challenges we face in bringing AI-infused collaborative inquiry learning to upper elementary students.
Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Kyungjin Park, Jonathan P. Rowe, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
AAAI5
2020 Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered Gameplay
abstract
Recent years have seen increasing awareness of the need for all students in primary and secondary education to learn computer science (CS) concepts and skills. Educational games hold significant potential to serve as a platform for CS education because they integrate engaging problem solving with effective pedagogical strategies. This potential is especially high for narrative-centered educational games that embed learning activities within rich interactive stories. In this paper, we present an educational game featuring block-based programming challenges contextualized within an engaging narrative, designed to promote CS learning for middle school students (ages 11 to 13). In the game, students undertake problem-solving challenges that are aligned with the K-12 Computer Science Framework. Results from a classroom implementation of the game with middle grade students suggest that their perceived game control ratings are positively correlated with their progress in the game, which suggests the need for adaptively supporting students' game-based learning activities. Building on these findings, we discuss design implications for creating student-adaptive CS learning experiences in educational games that incorporate block-based programming enriched narrative-centered gameplay.
Wookhee Min, Bradford W. Mott, Kyungjin Park, Sandra Taylor, Bita Akram, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester
CoG4
2020 Toward a Block-Based Programming Approach to Interactive Storytelling for Upper Elementary Students
Andy Smith, Bradford W. Mott, Sandra Taylor, Aleata Hubbard Cheuoua, James Minogue, Kevin M. Oliver, Cathy Ringstaff
ICIDS3
2020 Designing a Collaborative Game-Based Learning Environment for AI-Infused Inquiry Learning in Elementary School Classrooms
abstract
Recent years have seen growing recognition of the importance of enabling K-12 students to learn computer science. Meanwhile, artificial intelligence has emerged as a technology with the potential to profoundly reshape society. This has generated increasing demand for fostering an AI-literate populace. However, there is little work exploring how to introduce K-12 students to AI and how to support K-12 teachers in integrating AI into their classrooms. In this work, we explore introducing AI learning experiences into upper elementary classrooms (student ages 8 to 11). With a focus on integrating AI and life science, we present initial work on a collaborative game-based learning environment that features rich problem-based learning scenarios. This will enable students to gain experience with AI as it applies to solving real-world life-science problems.
Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
ITiCSE5
2020 Designing Block-Based Programming Language Features to Support Upper Elementary Students in Creating Interactive Science Narratives
abstract
Recent years have seen a growing recognition of the importance of enabling K-12 students to engage in computational thinking, particularly in elementary grades where students' dispositions toward STEM are developing. Block-based programming has emerged as an effective tool for engaging these novice learners in computational thinking. At the same time, digital storytelling has emerged as a promising avenue for creating motivating problem-solving scenarios that engage students in science investigations. Although block-based programming and digital storytelling are in many ways synergistic, there is a lingering question of how to design block-based languages at an age-appropriate level to enable effective and engaging storytelling. In this work, we review design principles from prior block-based and digital storytelling systems as well as propose the design of block-based programming language features to enable the creation of rich, interactive science narratives by upper elementary students.
Andy Smith, Bradford W. Mott, Sandra Taylor, Aleata Hubbard Cheuoua, James Minogue, Kevin M. Oliver, Cathy Ringstaff
SIGCSE3
2012 A Multi-disciplinary approach to electronic case report form design
Deborah Lee, Brian Paciotti, Samuel Morely, Ayan Patel, Travis Nagler, Brian Chan, Katrina Falwell, MaryBeth Lawless, Sandra Taylor, Tina Palmieri
AMIA9