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Educational Technology

College of Education Working Papers and Reports Series

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Education

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Articles 1 - 3 of 3

Full-Text Articles in Education

On Human-Centered Ai In Education, Sai Gattupalli, Robert W. Maloy Jan 2024

On Human-Centered Ai In Education, Sai Gattupalli, Robert W. Maloy

College of Education Working Papers and Reports Series

As AI advances, human-centered principles are key to harnessing its benefits ethically. We explore scaling human-centered AI to enrich education. Thoughtfully implemented, AI could enable personalized, equitable learning and amplify teachers’ strengths, and also facilitate more intuitive human-AI collaboration. However, benefits require mitigating risks around privacy, bias, transparency, and social-emotional impacts. Multidisciplinary teams should research embedding ethics into systems. Policymakers need to develop guardrails for privacy, fairness and accountability. Schools should pilot applications cautiously and demand explainable AI. Diverse voices must guide tool development to enhance autonomy and inclusion. With care, human-centered AI may propel an educational renaissance that uplifts …


Prompt Literacy: A Pivotal Educational Skill In The Age Of Ai, Sai Gattupalli, Robert W. Maloy, Sharon A. Edwards Jan 2023

Prompt Literacy: A Pivotal Educational Skill In The Age Of Ai, Sai Gattupalli, Robert W. Maloy, Sharon A. Edwards

College of Education Working Papers and Reports Series

Prompt literacy signifies a major leap in education, offering a potent tool to interact with generative AI systems. As an emerging necessity in the 21st century and beyond, it encompasses the formulation, interpretation, and analysis of AI prompts. Poised to be foundational for all future generations, this discourse brings to light its emergence in parallel with generative AI and its transformative role in pedagogical contexts for the coming decades and beyond.


Developing A Culturally-Responsive Coding Scheme For Game Design, Sai Gattupalli Jan 2023

Developing A Culturally-Responsive Coding Scheme For Game Design, Sai Gattupalli

College of Education Working Papers and Reports Series

This research seeks to advance culturally-responsive computing education (Eglash et al., 2013) by creating an instrument to systematically analyze manifestations of students’ cultural contexts within the collaborative artifacts they produce using the WL curriculum learning activities. With an aim to develop an analytical “tool” to identify, categorize, describe and study cultural signatures in WL game design rtifacts, the RQ becomes:

RQ: How can Pusch’s seminal framework of cultural dimensions inform systematic analysis methodology to decode students’ localized cultural contexts, worlds views, and self-conceptions reflected through their collaborative game designs using the WearableLearning education technology across 3 countries?