Karl-Emil Kjær Bilstrup

dblp:269/2082 · DBLP profile ↗
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12ranked-venue papers
5as first author
11since 2021 · last 2026
0000-0002-9285-7372ORCID · verified

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

Human-computer interaction and ubiquitous computing · 12 · 5 first-author · 11 since 2021
YearPublicationVenuePosition
2026 Addressing the NLP in the Classroom: Empowering High School Teachers through Participatory Design of Hands-on NLP Activities
abstract
The sudden prevalence of Natural Language Processing (NLP) systems, such as ChatGPT, creates a need for resources to support teachers and students in navigating their use in the classroom. While HCI research has contributed hands-on activities supporting AI literacy, NLP is less explored, and there is a lack of research on how to integrate these tools into teachers’ practices. To address this, we conducted an 18-month Participatory Design process with high-school teachers comprising prototyping, workshops, classroom teaching, and dissemination activities. Through this process, we developed and contribute The Engine Room, a public website with novel digital and unplugged NLP activities that are modular and built around customisable datasets. Our findings show how participatory methods can be used to empower teachers in integrating AI literacy activities into their teaching across various subjects and with a sustained impact. We discuss how a participatory approach can address challenges of designing AI literacy tools and activities.
Luke Connelly, Marianne Graves Petersen, Magnus H. Kaspersen, Line Have Musaeus, Karl-Emil Kjær Bilstrup
IDC5
2026 From Ciphers to Future Cybersecurity: Engaging High School Students with Emerging Cryptographic Techniques through Hands-on Activities
abstract
Emerging cryptographic techniques have the potential to transform foundational societal infrastructures, creating a need to teach their possibilities and limitations to support children’s and youths’ agency in this transformation. With this aim, we first surveyed cryptography experts (n=10) about which cryptographic techniques high school students should be taught. Next, we explored how one of the identified techniques, multi-party computation (MPC), can be taught in high school through a co-design process with five teachers. This process led to the design of four hands-on activities, which were evaluated with 96 high school students. Our findings demonstrate how high-school students can engage with an emerging cryptographic technique through hands-on activities that strategically black-box mathematics. We outline future research directions for teaching emerging cryptographic techniques in K-12 education and discuss how child-computer interaction can support children and youth in exploring future opportunities of cybersecurity.
Mille Skovhus Lunding, Karl-Emil Kjær Bilstrup, Line Have Musaeus, Anna Hallenberg, Anne Kirstine Overgaard, Sophia Yakoubov, Marianne Graves Petersen
IDC2
2026 Bit: chat: A Tangible Approach to Teach Children about Everyday Secure Communication and Cryptography
abstract
As digital communication has become integral to children’s social interaction, they must understand when and how their privacy is protected. This paper presents the design and evaluation of Bit:chat, a tangible tool that introduces children to secure communication and cryptography through hands-on collaboration, by combining networked micro:bits, a web interface, and paper templates. Drawing on constructivist and collaborative learning, Bit:chat externalizes client–server communication and cryptographic processes into physical artifacts and actions that children can explore and manipulate. Bit:chat was evaluated in an exploratory study in a K–9 classroom setting, and qualitative results illustrate how the tangible design supported engagement, peer collaboration, and exploratory learning. Quantitative results further show improvements in children’s understanding of core concepts of secure communication. We reflect on how tangible approaches can help children connect abstract cryptographic concepts to the technologies in their everyday lives and discuss the challenges and opportunities for designing such tangible tools.
Mille Skovhus Lunding, Maja Dybboe, Karl-Emil Kjær Bilstrup, Ane Vielandt Jensen, Line Have Musaeus, Ole Iversen, Marianne Graves Petersen
IDC3
2025 The ML-Machine Toolkit: Empowering Teachers and Education Professionals to Explore Embodied Approaches to Teaching Machine Learning
abstract
Expanded use context of an educational toolkitEducator Figure 1: Existing HCI research mainly focuses on demonstrating novel approaches and tools to engage students with machine learning through embodied interaction.With ML-Machine, we expand the context of use and investigate how an educational toolkit can support teachers and education professionals in developing material, designing activities, and deploying embodied activities with machine learning.(Image used with permission from the children and their legal guardians)
Karl-Emil Kjær Bilstrup, Magnus H. Kaspersen, Niels Olof Bouvin, Marianne Graves Petersen
Conference on Designing Interactive Systems1
2025 From Automation to Integration: Designing Opportunities for Students and Teachers to Act Skillfully Around AI in Existing K-12 Subjects
abstract
Figure 1: To support teachers and students in acting skillfully around AI, we explore how AI technologies and methods can interplay with knowledge and skills in existing school subjects.From left to right: Teachers engaging with AI activities as part of a workshop; students discussing sentences which they are annotating to train a language model; a teacher's lesson plan which integrates machine learning activities into mathematics.
Karl-Emil Kjær Bilstrup, Luke Connelly, Line Have Musaeus, Magnus H. Kaspersen, Marianne Graves Petersen
IDC1
2024 ml-machine.org: Infrastructuring a Research Product to Disseminate AI Literacy in Education
abstract
ml-machine.org is a web- and micro:bit-based educational tool for building machine learning models designed to enable more widespread teaching of AI literacy in secondary education. It has been designed as a research product in collaboration with partners from the educational sector, including the Danish Broadcasting Corporation and the Micro:bit Educational Foundation. ml-machine.org currently has more than 5000 unique users and is used in schools and teacher training. It is publicly available and promoted on the broadcasting corporation’s platforms. We describe the two-year process of developing and disseminating ml-machine.org. Based on interviews with partners and educators, we report on how ml-machine.org supports inquiry into the adoption and appropriation of such educational tools. We also provide insights on working with formal education infrastructures in order to scale and integrate a research product into teacher practices. Based on these experiences, we propose infrastructure as a novel quality of research products.
Karl-Emil Kjær Bilstrup, Magnus H. Kaspersen, Niels Olof Bouvin, Marianne Graves Petersen
CHI1
2024 From Primary Education to Premium Workforce: Drawing on K-12 Approaches for Developing AI Literacy
abstract
Advances in artificial intelligence present a need for fostering AI literacy in workplaces. While there is a lack of research on how this can be achieved, there are documented successful approaches in child-computer interaction (CCI), albeit aimed at K-12 education. We present an in-vivo explorative case study of how CCI approaches can be adopted for adult professionals via a full-day workshop developed in collaboration with a trade union to upskill workers. Analyzing data from pre- and post-surveys, a follow-up survey, and materials produced by participants (n=53), we demonstrate how this increased participants’ knowledge of AI while their self-efficacy and empowerment did not improve. This is similar to findings from K-12 education, pointing to self-efficacy and empowerment as major challenges for AI literacy across sectors. We discuss the role of ambassadorships and professional organizations in addressing these issues, and indicate research directions for the CHI community.
Magnus H. Kaspersen, Line Have Musaeus, Karl-Emil Kjær Bilstrup, Marianne Graves Petersen, Ole Iversen, Christian Dindler, Peter Dalsgård
CHI3
2023 Emerging Technologies in K-12 Education: A Future HCI Research Agenda
abstract
This systematic mapping review sheds light on how emerging technologies have been introduced and taught in various K–12 learning settings, particularly with regard to artificial intelligence (AI), machine learning (ML), the internet of things (IoT), augmented reality (AR), and virtual reality (VR). These technologies are rapidly being integrated into children's everyday lives, but their functions and implications are rarely understood due to their complex and distributed nature. The review provides a rigorous overview of the state of the art based on 107 records published across the fields of human-computer interaction, learning sciences, computing education, and child–computer interaction between 2010 and 2020. The findings show the urgent need on a global scale for inter- and transdisciplinary research that can integrate these dispersed contributions into a more coherent field of research and practice. The article presents nine discussion points for developing a shared agenda to mature the field. Based on the HCI community's expertise in human-centred approaches to technology and aspects of learning, we argue that the community is ideally positioned to take a leading role in the realisation of this future research agenda.
Maarten Van Mechelen, Rachel Charlotte Smith, Marie-Monique Schaper, Mariana Aki Tamashiro, Karl-Emil Kjær Bilstrup, Mille Skovhus Lunding, Marianne Graves Petersen, Ole Iversen
ACM Trans. Comput. Hum. Interact.5
2022 Supporting Critical Data Literacy in K-9 Education: Three Principles for Enriching Pupils' Relationship to Data
abstract
Children grow up in a data economy but grasping how their data are part of this eco-system and how data become valuable to others can be difficult. This work explores how to design tools and activities which support children’s critical data literacy for K-9 education. We bring together two strands of work; First, insights from a co-design process where teachers and researchers designed tools and activities for teaching critical data literacy which they deployed in a lower secondary education classroom. Second, insights from didactic theories from maths and computer science education about working with multiple and rich representations of complex and intangible phenomena. Based on this we contribute three principles for enriching pupils’ relationship to data in order to inform future research into how pupils can be scaffolded in forming richer relationships to the data-driven technologies in their everyday lives in order to retain agency in a data-driven world.
Karl-Emil Kjær Bilstrup, Magnus H. Kaspersen, Mille Skovhus Lunding, Marie-Monique Schaper, Maarten Van Mechelen, Mariana Aki Tamashiro, Rachel Charlotte Smith, Ole Iversen, Marianne Graves Petersen
IDC1
2022 ExposAR: Bringing Augmented Reality to the Computational Thinking Agenda through a Collaborative Authoring Tool
abstract
There is a growing focus on computational thinking (CT) in terms of supporting children’s understanding of everyday technologies. But unlike other technologies, Augmented Reality (AR) has received limited attention. In this paper, we present ExposAR – a collaborative cross-device AR system enabling children to create, use, and reflect on AR technologies through the co-creation of a simple AR application. With ExposAR, we explore three core design principles: 1) reify computational concepts, 2) support collaborative cross-device authoring, and 3) incorporate the user’s own world. These principles were developed through a co-design process with teachers and evaluated with 46 primary school students. We found that the collaborative authoring process with ExposAR supported students in understanding AR concepts and challenged their perspectives on AR. With these results, we bring AR to the CT agenda and contribute novel design principles for exposing the underlying mechanisms and implications of AR.
Mille Skovhus Lunding, Jens Emil Grønbæk, Karl-Emil Kjær Bilstrup, Marie-Louise Stisen Kjerstein Sørensen, Marianne Graves Petersen
CHI3
2021 The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning
abstract
Machine Learning (ML) is often used invisibly in everyday applications with little opportunity for consumers to investigate how it works. In this paper, we expand recent efforts to unfold what students should know about ML and how to design tools and activities allowing them to engage with ML. To do so, we explore how to make processes and aspects of ML tangible through the design of the Machine Learning Machine (MLM); a tangible user interface which enables students to create their own data-sets using pen and paper and to iteratively build and test ML models using this data. Based on insights from the design process and a preliminary pilot study with the MLM, we discuss how a tangible approach to engaging with ML can spur curiosity in students and how the iterative process of improving ML models can encourage students to reflect on the relation between data, model and predictions.
Magnus H. Kaspersen, Karl-Emil Kjær Bilstrup, Marianne Graves Petersen
TEI2
2020 Staging Reflections on Ethical Dilemmas in Machine Learning: A Card-Based Design Workshop for High School Students
abstract
The increased use of machine learning (ML) in society raises questions of how ethical dilemmas inherent in computational artefacts can be made understandable and explorable for students. To investigate this, we developed a card-based design workshop that allows students to reflect on ethical dilemmas by designing their own ML applications. The workshop was developed in an iterative process engaging four high school classrooms with students aged 16-20. We found that scaffolding students in designing meaningful ML systems served to qualify their ethical reflections. Further students' design processes allowed them to engage with the ethical dilemmas and to tie these to the properties of the technology and to their design decisions. We suggest seeing technology-close discussions about ethics as a goal in design processes, and prototyping as a means to ground these discussions in students' own design decisions, and we contribute a workshop format and design artefacts that allow for this.
Karl-Emil Kjær Bilstrup, Magnus H. Kaspersen, Marianne Graves Petersen
Conference on Designing Interactive Systems1