17.0SEMar 30
Voice-Controlled Scratch for Children with (Motor) DisabilitiesElias Goller, Gordon Fraser, Isabella Graßl
Block-based programming environments like Scratch have become widely adopted in Computer Science Education, but the mouse-based drag-and-drop interface can challenge users with disabilities. While prior work has provided solutions supporting children with visual impairment, these solutions tend to focus on making content perceivable and do not address the physical interaction barriers faced by users with motor disabilities. To bridge this gap, we introduce MeowCrophone, an approach that uses voice control to allow editing code in Scratch. MeowCrophone supports clicking elements, placing blocks, and navigating the workspace via a multi-modal voice user interface that uses numerical overlays and label reading to bypass physical input entirely. As imperfect speech recognition is common in classrooms and for children with dysarthria, MeowCrophone employs a multi-stage matching pipeline using regular expressions, phonetic matching, and a custom grammar. Evaluation shows that while free speech recognition systems achieved a baseline success rate of only 46.4%, MeowCrophone's pipeline improved results to 82.8% overall, with simple commands reaching 96.9% accuracy. This demonstrates that robust voice control can make Scratch accessible to users for whom visual aids are insufficient.
8.0SEMar 27
From Personas to Programming: Gender-specific Effects of Design Thinking-Based Computing Education at Secondary SchoolsIsabella Graßl, Gordon Fraser, Daniela Damian
Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the documented gender gap in interest in software engineering. In a 10-week curriculum-integrated design thinking software development course with 55 secondary school students aged 13-15 from two schools in Canada, we examined gendered differences in perceived gains in knowledge and interest, as well as in social-emotional experiences. Our results show that both girls and boys gained perceived knowledge in software development. However, girls showed significant improvements in self-efficacy, interest, engagement with sustainability topics, and well-being, including optimism, sense of usefulness, and social connectedness. Positive emotions were strongest during creative, collaborative phases, while technical tasks led to some boredom, especially among boys, though they still benefited overall. This suggests that human-centred design thinking might be one effective way to address gender equity challenges, though we need more differentiated technical implementations.
1.0CYMar 25
Integrating Mental Health, Well-Being, and Sustainability into Software Engineering EducationIsabella Graßl, Birgit Penzenstadler
Mental health and well-being are major concerns in higher education and professional fields such as software engineering, yet are often overlooked in curricula. This paper describes our approach to include mental health, well-being, and sustainability in software engineering education in two ways: (1) well-being-focused software projects that ask students to design technical solutions or research addressing mental health and sustainability or societal challenges, and (2) brief classroom interventions such as short reflective discussions and team-building activities. We argue that this combination can help students see software engineering more broadly while creating healthier learning environments. Our analysis of reflections from 60 students found several positive outcomes: students gained a more human-centred perspective, had more team discussions about mental health, and began to see well-being as inspiration for using software to benefit society and individuals rather than merely as a technical or business tool. By combining technical skills with awareness of well-being, we argue that software engineering education can prepare future developers to be both skilled programmers and responsible professionals who care about human well-being.
17.7CYMar 25
The First Generation of AI-Assisted Programming Learners: Gendered Patterns in Critical Thinking and AI Ethics of German Secondary School StudentsIsabella Graßl
The first generation of students is learning to program alongside GenAI (Generative Artificial Intelligence) tools, raising questions about how young learners critically engage with them and perceive ethical responsibilities. While prior research has focused on university students or developers, little is known about secondary school novices, who represent the next cohort of software engineers. To address this gap, we conducted an exploratory study with 84 German secondary school students aged 16-19 attending software development workshops. We examined their critical thinking practices in AI-assisted programming, perceptions of AI ethics and responsibility, and gender-related differences in their views. Our results reveal an AI paradox: students demonstrate strong ethical reasoning and awareness about AI, yet many report integrating AI-generated code without a thorough understanding of it. The majority of our cohort attributed significant responsibility for AI practices to politics and corporations, potentially reflecting Germany's cultural context, with its strict regulations and data privacy discourse. Boys reported more frequent and experimental use of AI-assisted programming, whereas girls expressed greater scepticism and emphasised peer collaboration over GenAI assistance. Our findings highlight the importance of culturally responsive software engineering education that strengthens critical AI literacy in AI-assisted programming by linking ethics to concrete code artefacts and preparing young learners for this AI-driven software landscape.