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Lorenzo Guasti

dblp:232/9551 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0003-1895-4024ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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%
Network and information security
1 paper
Blockchain and cryptocurrency security · 100%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education › pedagogy
game-based learning
1.012026
Introducing Blockchains at School Without Computers: Hands-On Sense-Making for Young Learners · CHI 2026

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

structured observation · 2.0pre/post questionnaire · 2.0iterative design · 2.0
YearPublicationVenuePosition
2026 Introducing Blockchains at School Without Computers: Hands-On Sense-Making for Young Learners
abstract
Blockchain technologies are increasingly embedded in everyday digital experiences, yet their underlying mechanisms remain opaque to young learners. We present Blockchain@School, an unplugged board-game-based toolkit designed to make concepts such as distributed consensus, immutability, and cryptographic security tangible via collaborative play. Developed through an iterative design process with educators, Blockchain@School combines physical blocks and cards with a lightweight web application for real-time validation. We evaluated the toolkit in a series of 90-minute workshops with more than 300 primary and middle school learners (ages 9–13), using pre/post questionnaires, structured observations, and teacher feedback. Findings indicate significant improvements in learners’ understanding of blockchain principles, alongside high engagement and effective collaboration. Teachers reported that the activities can be easily integrated into existing curricula and replicated in autonomy. Our work demonstrates how unplugged, game-based learning can lower entry barriers to emerging technologies, foster digital citizenship, and support scalable approaches to teaching complex computational ideas in K–12 education.
Maria Angela Pellegrino, Lorenzo Guasti
CHI2