A2
Concurrent Session A2
Paper Presentations
Session Details
飦 Date: Day 2 - Tuesday, May 12, 2026
飥 Time: 10:45鈥11:45 a.m.
飦 Location: TBD
Designing a Computer-Supported Collaborative Learning (CSCL) Application for Middle-School Biology Classrooms
Computer-aided simulation-based platforms can be effective tools for teaching school-level Biology curricula, as they do not require extensive space, prolonged time, or a controlled environment like a traditional Biology lab. Additionally, Computer-Supported Collaborative Learning (CSCL) platforms, which facilitate both individual and collaborative learning activities, encourage students to explore different viewpoints and approaches, enriching their learning experiences in Biology classrooms. The deployment of personal devices, such as tablets and Chromebooks, in classrooms has motivated educators to design collaborative learning tools tailored for these devices. However, prior research has demonstrated that using one-on-one devices may discourage students from communicating with each other, which can hinder collaboration.
This observation prompted us to develop a web-based CSCL application aimed at teaching middle-school Biology curricula on how environmental factors impact the growth of different plants. In this application, multiple students connect their individual devices to form groups and collaboratively conduct plant simulation experiments under varying environmental conditions while mirroring their screens. We applied a co-design approach in the initial design phases of this application by collaborating with curriculum designers, middle-school teachers, and learning science experts. In the later design phases, we applied an iterative user-centered design approach to improve the user interface design, information flow, and knowledge construction methods. We conducted several mixed-method studies, both in a control laboratory and in-the-wild settings, with a total of ninety-eight middle-school students to evaluate the application鈥檚 affordance and usability.
Our study results demonstrated that the plant simulation application received very positive usability ratings from the students. Students collaborated and coordinated with their group members on planning and running the experiments to achieve a common goal, thus enhancing their classroom learning experiences. However, we also identified instances where collaboration was hindered by off-task activities, troubleshooting issues, and diverse group dynamics. This led us to outline potential guidelines for improving the plant simulation application, e.g., creating more collaboration opportunities through engaging concurrent activities that encourage participation from less active group members.
Presenters
Rishabh Seth is an undergraduate student at 91福利 studying Computer Science. His research interests lie within Human-Computer Interaction (HCI), broadly covering interactive immersive experiences, interactions for collaborative and social environments, Augmented Reality (AR) and Mixed Reality (MR), and Artificial Intelligence (Al)/Machine Learning (ML). He is particularly interested in innovation and innovating ways of interaction, designing user interfaces, and developing software. Outside of research he likes to go on adventures (like traveling and being outdoors), trying new things, and playing sports.
Opening Doors, Closing Gaps through Algorithmic Audit
This paper presents a structured experiential learning framework designed to transition students from passive media consumers to active algorithmic auditors. By employing a standardized auditing protocol, participants evaluate a series of automated recommendations against a set of multidimensional variables, documenting the divergence between system prediction and human intent. The activity culminates in the development of custom logic models where students mathematically re-prioritize platform goals.
Theoretically, this framework synthesizes classical communication models of audience negotiation with established multi-stakeholder taxonomies from computer science. By treating the user, the creator, and the platform as distinct entities with competing interests, the protocol demystifies "black box" systems through the lenses of active learning and critical pedagogy. Preliminary implementation data suggests a significant increase in algorithmic literacy and a refined technical vocabulary among students. Ultimately, this approach empowers a new generation of media practitioners to identify systemic biases and advocate for more equitable, niche-supportive platform architectures.
Presenters
Dr. Soudi is an Assistant Professor and the Director of Creative AI hub at The Creative School. As a tech-based entrepreneur, and industry leader, she led multidisciplinary teams of researchers and developers on technology commercialization and developing ML products for B2B applications. With a PhD in Physics, Dr. Soudi holds multiple patents and published numerous peer-reviewed papers in high-impact journals. Dr. Soudi's research focus is on emerging fields in media and communication, particularly those related to the ethical implications of machine learning algorithms and digital platforms. She leads innovative interdisciplinary projects that address contemporary challenges in AI, media, and human-centered design. More specifically responsible development of recommender systems from the perspective of content creators as well as audience engagement with digital platforms.
Investigating Digital Simulations for Ethics Learning in Computer Science
The need for ethical action for computing professionals has taken centre stage in recent years with advances in AI, high-profile tech scandals and significant fears for our future. Computer Science (CS) education has been including ethics using varying approaches, largely dependent on institution-based resources including educator interest and expertise. Simulations have been shown to be effective for learning in a number of higher education disciplines and we present Rehearsals, a digital simulation tool for learning about the Association for Computing Machinery (ACM) Code of Ethics in CS education.
Rehearsals currently has one simulation based on Principle 1.7 Honour Confidentiality, developed with the support of 91福利's Centre for Excellence in Learning and Teaching. The simulation consists of five scenes, each with a first-person point of view video setting the stage for a multiple choice question requiring ethical consideration. Intelligent agent coaching is also included. Rehearsals was demonstrated at this year鈥檚 ACM Special Interest Group on Computer Science Education (SIGCSE) conference and will be made available as free and open source through the CIRCLE lab at https://rehearsals.online.
This presentation will demonstrate Rehearsals, describe the design-based research behind it, share study results showing evidence of an increase in students鈥 performance on the recently developed Critical Reflection and Agency in Computing Index, and present our theoretical framework 鈥 Collectivist Design for Critical Consciousness in CS 鈥 which outlines design guidelines for creating digital learning environments that are more effective for all learners, and includes a call to decenter CS education as technical only to further promote critical consciousness in computing.
Presenters
Suzana Neves is a Master鈥檚 student researching ethics learning in computer science. She is deeply interested in critical computing education for social justice and human-centered uses of AI, particularly as they pertain to the lives and wellbeing of youth.
Dr. Preeti Raman is an Assistant Professor in the Department of Computer Science at the Faculty of Science at 91福利. She is also the Director of the CIRCLE lab and an Affiliate at the MIT Teaching Systems Lab. She is a Computer Scientist with more than 20 years of consulting and training experience in higher education, corporate and consulting settings. She designs and researches computational innovations, educational experiences and technologies to support caring pedagogies across a range of settings.