CS Education and Security

会議の名前
CHI 2025
Exploring Security and Privacy Discourse on Twitter During the `Justice Pour Nahel' Movement in France
要旨

The shooting of Nahel Merzouk in June 2023 ignited widespread protests across France, known as the ``Justice Pour Nahel'' movement, drawing attention to the privacy and security risks faced by protesters. This study explores the discourse on Twitter during the protests, focusing on digital surveillance and censorship concerns. We analyzed 341 tweets using qualitative methods to understand the security and privacy attitudes and advice shared by French-speaking users. Our findings reveal a strong apprehension toward increased long-term government surveillance and censorship, with limited and often low-tech advice on how to counteract these threats. We highlight the discrepancy between the concerns raised and the available guidance and compare our findings with those of prior work. Grounded in our analysis and informed by prior research, we offer targeted recommendations for activists, policymakers, and researchers to mitigate security and privacy concerns arising from social unrest, both in France and globally.

著者
Hiba Laabadli
Duke University, Durham, North Carolina, United States
Yimeng Ma
Duke University, Durham, North Carolina, United States
Sofia Radkova
Duke University, Durham, North Carolina, United States
Pardis Emami-Naeini
Duke University, Durham, North Carolina, United States
DOI

10.1145/3706598.3713870

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713870

動画
CT4ALL: Towards Putting Teachers in the Loop to Advance Automated Computational Thinking Metric Assessments in Game-Based Learning
要旨

Computational thinking (CT) is essential for the 21st century learner. Yet, assessing CT remains challenging. This is particularly challenging in constructionist learning, where individual idiosyncrasies may clash with one-size-fits-all assessments. Tools like Dr. Scratch offer CT metrics that show promise for effective and scalable CT assessments, particularly in constructionist game-based learning (GBL). Prior work has advanced the design of automated CT metrics but hardly included teachers in the process. We extend Dr. Scratch to improve automated CT assessments for GBL and put teachers in the loop to assess its novel features. Specifically, we interviewed seven middle school teachers employing GBL in STEM curricula and asked them to provide feedback on the newly designed CT metrics. Teachers view the new CT metrics positively, underscoring their potential for adaptive CT assessments despite hindrances. We advance automated CT assessments via teacher evaluation toward design-sensitive CT metrics and CT for all.

受賞
Honorable Mention
著者
Giovanni M. Troiano
Northeastern University, Somerville, Massachusetts, United States
Michael Cassidy
TERC, Cambridge, Massachusetts, United States
Daniel Escobar Morales
Universidad Rey Juan Carlos, Madrid, Spain
Guillermo Pons
Universidad Rey Juan Carlos, Madrid, Spain
Amir Abdollahi
Northeastern University, Boston, Massachusetts, United States
Gregorio Robles
Universidad Rey Juan Carlos, Madrid, Spain
Gillian Puttick
TERC, Cambridge, Massachusetts, United States
Casper Harteveld
Northeastern University, Boston, Massachusetts, United States
DOI

10.1145/3706598.3713368

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713368

動画
Tangible-MakeCode: Bridging Physical Coding Blocks with a Web-Based Programming Interface for Collaborative and Extensible Learning
要旨

Tangible programming engages children through hands-on and collaborative learning but often lacks integration with widely used programming platforms, which limits their extensibility and relevance in existing educational contexts. To address this, we propose Tangible-MakeCode (T-MC), a system that combines physical coding blocks with MakeCode. T-MC enables students, including beginners in coding, to design and program interactive wireless communication projects. Students assemble the blocks, capture an image with a webcam, and convert it into code for MakeCode, which they can simulate and upload to their micro:bit boards. We describe the iterative design of T-MC, informed by participatory design workshops with 53 children and feedback from expert interviews with six teachers. A pilot study with 21 children (ages 12-14; M=10, F=11) demonstrates that T-MC is an engaging and inclusive tool that empowers beginners to contribute to team projects by providing an accessible platform for prototyping ideas.

著者
Jin Yu
Georgia Institute of Technology , Atlanta, Georgia, United States
Poojita Garg
University of Washington, Seattle, Washington, United States
DoangJoo Synn
Georgia Institute of Technology, Atlanta, Georgia, United States
HyunJoo Oh
Georgia Institute of Technology, Atlanta, Georgia, United States
DOI

10.1145/3706598.3713260

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713260

動画
Playing Dumb to Get Smart: Creating and Evaluating an LLM-based Teachable Agent within University Computer Science Classes
要旨

This work presents the iterative design and evaluation of a large-language-model (LLM) based teachable agent, MatlabTutee, that facilitates learning-by-teaching (LBT) experiences within university computer science courses. We detail four different experiments, with a total of 119 students, where we refine our system, compare it to human-facilitated LBT experiences, and deploy it in two, month-long in-the-wild environments. We find that our system is able to successfully convey a learner persona similar to a human pretending to be novice while also providing comparable LBT benefits. These benefits include helping students identify areas for improvement, develop a more accurate assessment of their own abilities, and improve their overall attitudes toward computer science. We also explore how students choose to adopt our system into their study habits while situated in real university courses.

著者
Kantwon Rogers
Georgia Institute of Technology, Atlanta, Georgia, United States
Michael Mao. Davis
Georgia Institute of Technology, Atlanta, Georgia, United States
Mallesh Maharana
Georgia Institute of Technology, Atlanta, Georgia, United States
Peter Stanley. Etheredge
Georgia Institute of Technology, Atlanta, Georgia, United States
Sonia Chernova
Georgia Institute of Technology, Atlanta, Georgia, United States
DOI

10.1145/3706598.3713644

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713644

動画
SeQR: A User-Friendly and Secure-by-Design Configurator for Enterprise Wi-Fi
要旨

A classic problem in enterprise Wi-Fi is client-side misconfiguration, which enables credential theft via “Evil Twin” (ET) attacks. To mitigate this, we design, develop, and evaluate a new configurator, SeQR, which allows users to effortlessly and securely set up an enterprise Wi-Fi connection. Utilizing existing authenticated channels, SeQR fully automates the client-side enterprise Wi-Fi configuration process with a simple scan, leaving no room for misconfigurations. Specifically, SeQR thwarts ET by making it impossible for users to opt-out from the security-critical certificate validation. We evaluate the efficacy of SeQR on two fronts. First, we implement a prototype of SeQR in Android, and test its functionality and runtime performance. Next, we compare the usability of SeQR against two existing Wi-Fi configuration interfaces of Android in an in-person user study (n=41) with real devices. Our evaluation shows that SeQR achieves noticeable usability improvements over existing designs, and prevents users from misconfiguring.

著者
S Mahmudul Hasan
Syracuse University, Syracuse, New York, United States
Che Wei Tu
The Chinese University of Hong Kong, Hong Kong, Hong Kong
Endadul Hoque
Syracuse University, Syracuse, New York, United States
Omar Haider Chowdhury
Stony Brook University, Stony Brook, New York, United States
Sze Yiu Chau
The Chinese University of Hong Kong, Hong Kong, Hong Kong
DOI

10.1145/3706598.3714223

論文URL

https://dl.acm.org/doi/10.1145/3706598.3714223

動画
Social Wearables Edu-Larp: Insights From a Novel Camp Combining Crafting, Coding, and Larping Aimed at Non-traditional Steam Participants
要旨

Developing STEAM (Science, Technology, Engineering, Art, and Math) education curricula encouraging participation from underrepresented groups is crucial for diversity in computational fields. Many existing programs attract cis-white males, to the exclusion of other groups. This paper discusses a camp where participants, primarily female youth ages 10-14 (N=45), engage in crafting social wearable technologies within a live-action roleplay context. Our findings from four camp sessions show increased self-reported competence and interest in STEAM among participants, alongside enhanced feelings of community and social support. The camp's innovative approach integrates design thinking, iterative design, and collaboration, proving effective in fostering inclusivity and engagement in STEAM. We adopted an iterative Research-through-Design process, with researchers embedded in the camp to observe and conduct surveys and interviews with participants. Researchers and educators can benefit from reading our results, which demonstrate the value of a playful, socially-engaged curriculum in attracting and retaining diverse students in STEAM fields.

著者
James Collin. Fey
University of California Santa Cruz, Santa Cruz, California, United States
Raquel B. Robinson
IT University of Copenhagen , Copenhagen , Denmark
Chen Ji
University of California, Santa Cruz, Santa Cruz, California, United States
Ella Dagan
University of California Santa Cruz, Santa Cruz, California, United States
Shannon Campe
ETR Associates, Scotts Valley, California, United States
Kaia Schweig
University of California, Santa Cruz, Santa Cruz, California, United States
Elliot Crisp
University of California Santa Cruz, Santa Cruz, California, United States
Carmen Alicia. Padilla De La Torre
University of California Santa Cruz, Santa Cruz, California, United States
Katherine Isbister
University of California Santa Cruz, Santa Cruz, California, United States
DOI

10.1145/3706598.3713843

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713843

動画