Netta Iivari's research while affiliated with University of Oulu and other places

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Publications (100)


Fostering children?s critical literacy in computing education
  • Conference Paper

June 2024

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11 Reads

Netta Iivari

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Essi Lehto
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Youth perspectives on technology ethics: analysis of teens’ ethical reflections on AI in learning activities

May 2024

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23 Reads

Behaviour and Information Technology

The integration of AI technologies in all domains of life raises ethical debates. Children and young people are not exempt from these discussions since AI is also an increasing part of their lives. This study explores teenagers’ (aged 13 to 16 years) views on AI with a focus on ethical thinking. This is a retrospective empirical study in which data from three cases involving young people in technology learning activities have been analysed to answer the following research questions: (i) What ethical challenges around AI do young people reflect upon and (ii) what ethical dimensions do these reflections connect to? We have adapted an existing framework outlining dimensions of ethical thinking to identify young people’s ethical reflections on AI in various learning activities. Our findings show how young people reflect on AI ethics, even without dedicated teaching on it and are able to consider various dimensions and make connections to everyday uses of AI raising ethical issues. Based on our findings, we advocate for an integrated approach of AI and ethics in learning activities about technology. We believe the framework presented in this study can be a valuable tool to inform further research and practice.



Towards transdisciplinary design research as a delicate dance

February 2024

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39 Reads

European Journal of Information Systems

European Journal of Information Systems


Ways of holding a smartphone.
Ways of looking at a smartphone.
Still images from the excerpt ‘Messaging’.
Still images from the excerpt ‘Scrolling Instagram’.
Natures and functions of looking at another’s screen.

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Occupying Another’s Digital Space: Privacy of Smartphone Users as a Situated Practice
  • Article
  • Full-text available

February 2024

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44 Reads

Computer Supported Cooperative Work (CSCW)

A smartphone’s screen is commonly regarded as a private space, and the action of looking at it is usually considered a violation of one’s privacy both by researchers and designers. However, our study demonstrates how participants in the interaction themselves negotiate moment by moment and achieve an understanding of someone’s screen space as public or private. In this paper, we analyze the interactional sequences of uninvited looks at another participant’s phone. Drawing on visual ethnography and ethnomethodologically informed multimodal interaction analysis, we video-recorded and analyzed everyday interactions between friends and acquaintances. Our findings show that looking at someone’s smartphone display is often performed and oriented to as a resource in interaction rather than an invasion of privacy. We therefore characterize the interactional functions of gazes and glances at another’s screen. We also discuss the research and design implications of approaching privacy as a situated practice.

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Nurturing the Transformative Agency and Activism of Children Through Digital Technology

February 2024

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25 Reads

Digitalization has permeated and transformed all aspects of our everyday life, also that of the children of today. In studies on digitalization, it is pivotal to focus on the young generation, as they will for sure be living their life intimately intermingled with digital technology. For their future, it is central to ensure they have access to digital technology, are able to use it, as well as are able to integrate it into meaningful social practices, resulting in valuable impacts on their life and on society. Moreover, we should ensure they are able to take part in making and shaping of it. Children should be invited to actively, constructively, and critically engage in the design, development, and innovation of digital technology, for the purposes relevant for their life as well as for society. Their agency in shaping our digital future as active citizens should be nurtured. So far, the literature on how to engage children in this type of endeavour is very limited; yet, badly needed. This chapter, based on theories on agency and activism, scrutinizes a set of digital technology design and development projects we have organized with children. We have engaged multiple school classes of children from primary and lower secondary education (from 7 to 16 years), who have taken part in design, development and innovation of digital technology, at the same time addressing important societal concerns as well as concerns of their everyday life. The chapter proposes a framework for nurturing children’s agency and activism in and through digital technology development. The framework is valuable for researchers and practitioners working with children, particularly with their technology or civic engagement education.



Citations (65)


... Further, maker activities integrate transdisciplinary knowledge about computing, design, and making in education. Depending on the theme, children can engage with critical design methods to raise awareness of societal issues (Iivari et al., 2023;Schaper et al., 2022), reflect upon the status quo (Iivari et al., 2022), and envision inclusive and diverse futures in a digitalized society (Sharma et al., 2021). In this regard, Iivari et al. (2022) pointed towards opportunities for feminist approaches in Child-Computer Interaction to generate "sensitive and self-reflective accounts of how we are engaged in producing objects and subjects" in design. ...

Reference:

Gender literacy through the making process: A feminist pedagogy approach
Empowering Children for Social Justice–Design Research in the Context of Children’s Computing Education
  • Citing Chapter
  • December 2023

... One of the outcomes of this project was FabULaB'Kid which provided workshops aimed at introducing students to fablab environments as well as the specialised tools typically found therein. The Scientotheque is also involved in developing innovative teacher support systems through partnerships with a number of European projects including: the Computer Learning Community (CAI) project 3 which seeks to empower teachers by creating collaborative spaces for the coconstruction and exchange of resources, the European Space Education Resource Office (ESERO) Belgium project 4 which seeks to highlight and promote STEM skills through the use of space themes and finally the European project Dexterlab, 5 a collaboration consisting of universities in France, Greece, Spain, and Belgium, which produces a catalogue of experimental science activities based on the do-it-yourself nature of the Maker community (Nikou, 2023;Norouzi et al., 2023). ...

Enabling children’s genuine participation in digital design and fabrication: instructors’ perspective

International Journal of Technology and Design Education

... This approach leads to an understanding where critical insights into knowledge construction in CS can be gained through the intersectional experiences of individuals with diverse socio-cultural identities within socio-technical systems. These insights and perspectives, when integrated into CSEd, offer new ways to approach the field (e.g., culturally responsive computing, ethnocomputing), where subjectivity is not seen as a limiting factor but rather as a strength that establishes truth through negotiation (Iivari et al., 2023;Ladson-Billings, 1995). ...

Computational empowerment of children: Design research on empowering and impactful designs by children
  • Citing Article
  • June 2023

International Journal of Child-Computer Interaction

... For example, inclusive design was originally developed to address the needs of people with disabilities but now tries to address a wider range of factors that can lead to exclusion, such as gender and socio-economic status (Szlavi and Guedes, 2023). Participatory design involves users as co-designers and co-creators of design solutions, giving them a voice and a stake in the design process, and more recently began to tackle gender equality issues (Iivari et al., 2023). Design for social innovation (Manzini, 2015) and autonomous design (Escobar, 2018) are perhaps the most relevant frameworks, as they focus on empowering people at the local level through collaborative design activities. ...

Participatory design meets gender equality at European higher education institutions

CoDesign

... Para finalizar esta sección, es pertinente subrayar que el Hub Educativo Digital trasciende su naturaleza como mera innovación tecnológica para posicionarse como una verdadera transformación pedagógica (Kinnula, Iivari, Kuure, & Molin-Juustila, 2023). Este avance señala un desplazamiento esencial en la manera en que conceptualizamos, impartimos y vivenciamos la educación. ...

Educational Participatory Design in the Crossroads of Histories and Practices – Aiming for Digital Transformation in Language Pedagogy

Computer Supported Cooperative Work (CSCW)

... With each class of pupils, around semester long critical design and critical making projects were carried out, in which children were sensitizing with the problem of bullying as well as with digital technology, design and making, envisioning a better world without bullying, ideating and designing digital tools to move towards that world, critically reflecting on their designs, building prototypes of their ideas, showcasing the prototypes as part of drama performances or activism campaigns aimed at mobilizing the broader school community to tackle bullying and reflecting on and evaluating the outcomes and the process (see e.g., Hartikainen et al., 2023, Ventä-Olkkonen et al., 2021. ...

We learned we can do something to reduce bullying: Children designing anti-bullying mobile apps to empower their peers

... Iversen et al. 2018, Iivari et al. 2018, Dindler et al. 2022, Andersen et al. 2023. In this line of research efforts in K-9 education should support "a reflective and critical stance toward computing and on the empowerment of children to shape computing in the future society" (Tikkanen et al, 2023). This emphasis on rethinking computational thinking to include broader perspectives such as computational practices and computational perspectives is also found in Brennan & Resnick (2012), Tissenbaum et al. (2019) and recently in Proctor & Kafai (2020) calling for a focus on cognitive, situated and critical framings of computational thinking. ...

Play—An essential part of children’s lives and their computational empowerment
Frontiers in Education

Frontiers in Education

... In addition to these quantitative results, it is important to discuss the replicability of these energy communities in real implementations. In [38], the acceptability of such schemes of energy communities was assessed through a survey filled by 617 citizens from Finland, and showed that only 20% of the respondents were not interested in participating in an energy community, whereas the incentive of citizens interested where mostly the potential economic gains through buying and selling electricity, but also the reduction of their environmental impact, and the reduction of their dependence to big energy companies. However, it was shown that energy communities should not require any change in end-users' consumption nor any technical challenge. ...

Energy Community Preferences of Solar Prosumers and Electricity Consumers in the Digital Energy Ecosystem
  • Citing Chapter
  • February 2023

... Entrepreneurial mentoring is essential for aspiring students to develop entrepreneurial skills (Wilbanks, 2013). However, students often face obstacles such as a lack of mentorship (Hägg et al., 2023), funding (Singh Sandhu et al., 2011), experience (Ozen et al., 2023), difficulty in balancing schoolwork and running a business (Hartikainen et al., 2023), and insufficient networking opportunities with other businesspeople (Blažič, 2022). TVET lecturers, who are essentially upgraded lecturers from non-skilled education backgrounds, may find entrepreneurial mentoring challenging and time-consuming, potentially distracting them from their teaching and research responsibilities (Stephen & Festus, 2022). ...

We were proud of our idea: How teens and teachers gained value in an entrepreneurship and making project
  • Citing Article
  • November 2022

International Journal of Child-Computer Interaction

... We are inspired by existing resources and toolkits supporting similar research areas, such as the "CORE" knowledge base website, tailored for children's and young people's experiences online [21] and the "Family Engagement Playbook" by the Global Family Research Project [7]. Since previous research and workshops highlight the need for a familycentered approach, despite limited practical knowledge on how to design and study technology for and with families, this CHI 2024 workshop aims to discuss ways to bridge the gap between family-centered research and practice, addressing pressing issues and challenges. ...

Methods in practice: Studying children and youth online