Demo Data from EDBT 2026 / reviewers in the wild / expert
Katherine S. Moore
dblp:341/5757 · also Kate S. Moore
· DBLP profile ↗
6ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0001-8431-6173ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
3 papers |
Computing education · 100% | |
| Artificial intelligence
1 paper |
Trustworthy machine learning · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Games and playful interaction · 57% Learning and educational technologies · 43% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education › AI education
AI literacy |
2.5 | 3 | 2026 | Games of Representation: Developing Card-Based Activities to Teach About Representation and Bias in AI Datasets · AAAI 2026 An Effectiveness Study of Teacher-Led AI Literacy Curriculum in K-12 Classrooms · AAAI 2024 A Picture Is Worth a Thousand Words: Co-designing Text-to-Image Generation Learning Materials for K-12 with Educators · AAAI 2024 |
Machine learning › Trustworthy machine learning
fairness |
1.0 | 1 | 2026 | Games of Representation: Developing Card-Based Activities to Teach About Representation and Bias in AI Datasets · AAAI 2026 |
Computing education › AI education
K-12 AI education |
1.0 | 1 | 2026 | Games of Representation: Developing Card-Based Activities to Teach About Representation and Bias in AI Datasets · AAAI 2026 |
Computing education
computing education research |
0.8 | 1 | 2024 | An Effectiveness Study of Teacher-Led AI Literacy Curriculum in K-12 Classrooms · AAAI 2024 |
Computing education › k-12 education
k-12 computing education |
0.8 | 1 | 2024 | An Effectiveness Study of Teacher-Led AI Literacy Curriculum in K-12 Classrooms · AAAI 2024 |
Learning and educational technologies › AI in education
AI literacy |
0.2 | 1 | 2024 | An Effectiveness Study of Teacher-Led AI Literacy Curriculum in K-12 Classrooms · AAAI 2024 |
Methods — techniques the papers use, named apart from their topics
game-based learning · 3.0card-based activities · 3.0pre-post comparison study · 1.5workshops · 0.8co-design · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Games of Representation: Developing Card-Based Activities to Teach About Representation and Bias in AI DatasetsabstractAdolescents struggle to understand bias and representation in AI, particularly the concept of how datasets used in machine learning can be representative of populations or not. Within early experiments in teaching about investigating bias in AI systems using the Developing AI Literacy (DAILy) curriculum, we observed participating youth struggling to understand what it meant to be represented in the output of AI tools. For example, when using Google Image Search with prompts such as “physicist” and “outdoor recreation,” participating youth did not understand the question, “Are you represented in this outcome?” We saw an opportunity to address this challenge using the Kapor Foundation's Responsible AI and Tech Justice Guide. Drawing insights from three of the six core components of the framework presented in the guide, we developed Games of Representation (GR), a series of three card-based activities using SET game cards to teach concepts of population, sample, dataset, and representation. Through game play, players manipulate datasets, role-play as stakeholders with competing interests, and explore real-world scenarios where representation matters. The GR games and corresponding guide provide educators, families, and care providers with flexible, hands-on activities for guided, playful conversations with adolescents about AI ethics. This work contributes practical resources for K-12 AI education while addressing critical gaps in youth understanding of statistical bias and stakeholder influence in AI development. Katherine S. Moore, Helen Zhang, Irene Lee |
AAAI | 1 |
| 2024 | A Picture Is Worth a Thousand Words: Co-designing Text-to-Image Generation Learning Materials for K-12 with EducatorsabstractText-to-image generation (TTIG) technologies are Artificial Intelligence (AI) algorithms that use natural language algorithms in combination with visual generative algorithms. TTIG tools have gained popularity in recent months, garnering interest from non-AI experts, including educators and K-12 students. While they have exciting creative potential when used by K-12 learners and educators for creative learning, they are also accompanied by serious ethical implications, such as data privacy, spreading misinformation, and algorithmic bias. Given the potential learning applications, social implications, and ethical concerns, we designed 6-hour learning materials to teach K-12 teachers from diverse subject expertise about the technical implementation, classroom applications, and ethical implications of TTIG algorithms. We piloted the learning materials titled “Demystify text-to-image generative tools for K-12 educators" with 30 teachers across two workshops with the goal of preparing them to teach about and use TTIG tools in their classrooms. We found that teachers demonstrated a technical, applied and ethical understanding of TTIG algorithms and successfully designed prototypes of teaching materials for their classrooms. Safinah Arshad Ali, Prerna Ravi, Katherine S. Moore, Harold Abelson, Cynthia Breazeal |
AAAI | 3 |
| 2024 | An Effectiveness Study of Teacher-Led AI Literacy Curriculum in K-12 ClassroomsabstractArtificial intelligence (AI) has rapidly pervaded and reshaped almost all walks of life, but efforts to promote AI literacy in K-12 schools remain limited. There is a knowledge gap in how to prepare teachers to teach AI literacy in inclusive classrooms and how teacher-led classroom implementations can impact students. This paper reports a comparison study to investigate the effectiveness of an AI literacy curriculum when taught by classroom teachers. The experimental group included 89 middle school students who learned an AI literacy curriculum during regular school hours. The comparison group consisted of 69 students who did not learn the curriculum. Both groups completed the same pre and post-test. The results show that students in the experimental group developed a deeper understanding of AI concepts and more positive attitudes toward AI and its impact on future careers after the curriculum than those in the comparison group. This shows that the teacher-led classroom implementation successfully equipped students with a conceptual understanding of AI. Students achieved significant gains in recognizing how AI is relevant to their lives and felt empowered to thrive in the age of AI. Overall this study confirms the potential of preparing K-12 classroom teachers to offer AI education in classrooms in order to reach learners of diverse backgrounds and broaden participation in AI literacy education among young learners. Helen Zhang, Irene Lee, Katherine S. Moore |
AAAI | 3 |
| 2023 | Make-a-Thon for Middle School AI EducatorsabstractAI curricula are being developed and tested in classrooms, but wider adoption is premised by teacher professional development and buy-in. When engaging in professional development, curricula are treated as set in stone, static and educators are prepared to offer the curriculum as written instead of empowered to be leaders in efforts to spread and sustain AI education. This limits the degree to which teachers tailor new curricula to student needs and interests, ultimately distancing students from new and potentially relevant content. This paper describes an AI Educator Make-a-Thon, a two-day gathering of 34 educators from across the United States that centered co-design of AI literacy materials as the culminating experience of a year-long professional development program called Everyday AI (EdAI) in which educators studied and practiced implementing an innovative curriculum for Developing AI Literacy (DAILy) in their classrooms. Inspired by the energizing and empowering experiences of Hack-a-Thons, the Make-a-Thon was designed to increase the depth and longevity of the educators' investment in AI education by positively impacting their sense of belonging to the AI community, AI content knowledge, and their self confidence as AI curriculum designers. In this paper we describe the Make-a-Thon design, findings, and recommendations for future educator-centered Make-a-Thons. Daniella DiPaola, Katherine S. Moore, Safinah Arshad Ali, Beatriz Perret, Xiaofei Zhou 0004, Helen Zhang, Irene Lee |
SIGCSE (1) | 2 |
| 2022 | Learning Through Collaboration: Designing Collaborative Activities to Promote Individual Learning
Katherine S. Moore, James E. Corter |
CogSci | 1 |
| 2022 | AI Book Club: An Innovative Professional Development Model for AI EducationabstractThis paper describes an AI Book Club as an innovative 20-hour professional development (PD) model designed to prepare teachers with AI content knowledge and an understanding of the ethical issues posed by bias in AI that are foundational to developing AI-literate citizens. The design of the intervention was motivated by a desire to manage the cognitive load of AI learning by spreading the PD program over several weeks and a desire to form and maintain a community of teachers interested in AI education during the COVID-19 pandemic. Each week participants spent an hour independently reading selections from an AI book, reviewing AI activities, and viewing videos of other educators teaching the activities, then met online for 1 hour to discuss the materials and brainstorm how they might adapt the materials for their classrooms. The participants in the AI Book Club were 37 middle school educators from 3 US school districts and 5 youth-serving organizations. The teachers are from STEM disciplines as well as Social Studies and Art. Eighty-nine percent were from underrepresented groups in STEM and CS. In this paper we describe the design of the AI Book Club, its implementation, and preliminary findings on teachers' impressions of the AI Book Club as a form of PD, thoughts about teaching AI in classrooms, and interest in continuing the book club model in the upcoming year. We conclude with recommendations for others interested in implementing a book club PD format for AI learning. Irene Lee, Helen Zhang, Katherine S. Moore, Xiaofei Zhou 0004, Beatriz Perret, Yihong Cheng, Ruiying Zheng, Grace Pu |
SIGCSE (1) | 3 |