Veronica Cateté
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Veronica Cateté has a total of 148 co-authors. Here are the top co-authors by number of shared publications:
- Tiffany Barnes
North Carolina State University, Raleigh, NC, USA
35 shared publications - Bradford Mott
North Carolina State University, Raleigh, North Carolina, USA
13 shared publications Tiffany Barnes
North Carolina State University,Computer Science Department,Raleigh,USA
13 shared publications- Wookhee Min
North Carolina State University, Raleigh, NC, USA
13 shared publications - Jessica Vandenberg
North Carolina State University, Raleigh, North Carolina, USA
11 shared publications Nicholas Lytle
North Carolina State University,Computer Science Department,Raleigh,USA
10 shared publications
Latest Publications
- Open Access
- 11 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 372-378
Instructional Support Under Constraint: Student–Teacher Help Interaction Patterns in K–12 Computing Classrooms
- 11 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 372-378
Open AccessInstructional Support Under Constraint: Student–Teacher Help Interaction Patterns in K–12 Computing Classrooms
- Open Access
- 4 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Towards Comparative Comprehension in CS1: An Exploratory Study using Structured Code Comparisons
- 4 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessTowards Comparative Comprehension in CS1: An Exploratory Study using Structured Code Comparisons
- Open Access
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 667-673
Play, Explore, Reward: Introducing Reinforcement Learning Concepts through Game-Based Learning in Middle School
Reinforcement learning (RL) is increasingly important to AI literacy, yet accessible K-12 tools for introducing RL concepts to students remain scarce. We developed RewardGarden, a game-based learning environment in which middle school students take on the role of a hummingbird collecting nectar under varying reward structures. The browser-based game is complemented by comprehensive educator materials, including a playful narrative introduction to RL, a game tutorial, and a facilitation guide with discussion prompts. In this paper, we describe the design of the learning environment, share insights from a classroom pilot, and provide implementation guidance. To understand implementation and gather feedback, we piloted the game with 92 middle school students across three classrooms. Our experience highlights the promise of game-based approaches for democratizing RL education, while identifying important practical considerations: the value of multi-session designs, the need for balanced reward feedback, and the critical role of scaffolding for complex concepts like exploration-exploitation tradeoffs. We share detailed implementation guidance, the publicly available game, and educator materials to support adoption.
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 667-673
Open AccessPlay, Explore, Reward: Introducing Reinforcement Learning Concepts through Game-Based Learning in Middle School
Reinforcement learning (RL) is increasingly important to AI literacy, yet accessible K-12 tools for introducing RL concepts to students remain scarce. We developed RewardGarden, a game-based learning environment in which middle school students take on the role of a hummingbird collecting nectar under varying reward structures. The browser-based game is complemented by comprehensive educator materials, including a playful narrative introduction to RL, a game tutorial, and a facilitation guide with discussion prompts. In this paper, we describe the design of the learning environment, share insights from a classroom pilot, and provide implementation guidance. To understand implementation and gather feedback, we piloted the game with 92 middle school students across three classrooms. Our experience highlights the promise of game-based approaches for democratizing RL education, while identifying important practical considerations: the value of multi-session designs, the need for balanced reward feedback, and the critical role of scaffolding for complex concepts like exploration-exploitation tradeoffs. We share detailed implementation guidance, the publicly available game, and educator materials to support adoption.
- Open Access
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 859
Verification and Ownership: How Professional Engineers Navigate the GenAI Coding Frontier
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 859
Open AccessVerification and Ownership: How Professional Engineers Navigate the GenAI Coding Frontier
- 9 July 2026
- Published by Springer Nature
- p. 276-293
AI-Generated Rubric Interfaces: K–12 Teachers’ Perceptions and Practices
- 9 July 2026
- Published by Springer Nature
- p. 276-293
AI-Generated Rubric Interfaces: K–12 Teachers’ Perceptions and Practices
- 27 June 2026
- Published by Springer Nature
- p. 334-340
Translating Game-Based AI Literacy Activities Across Age Groups: A Pilot Study in Undergraduate Computer Science
- 27 June 2026
- Published by Springer Nature
- p. 334-340
Translating Game-Based AI Literacy Activities Across Age Groups: A Pilot Study in Undergraduate Computer Science
- Open Access
- 8 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 293-299
Understanding Black Students' Perceptions of Familial and Non Familial Social Capital Entities
- 8 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 293-299
Open AccessUnderstanding Black Students' Perceptions of Familial and Non Familial Social Capital Entities
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
ClassEcho: A Tool for Observing, Visualizing, and Analyzing Student-Teacher Interactions in K-12 Computing Classrooms
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessClassEcho: A Tool for Observing, Visualizing, and Analyzing Student-Teacher Interactions in K-12 Computing Classrooms
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Exploring Teacher-Chatbot Interaction and Affect in Block-Based Programming
AI-based chatbots have the potential to accelerate learning and teaching, but may also have counterproductive consequences without thoughtful design and scaffolding. To better understand teachers’ perspectives on large language model (LLM) based chatbots, we conducted a study with 11 teams of middle-school teachers using chatbots for a science and computational thinking activity within a block-based programming environment. Based on a qualitative analysis of audio transcripts and chatbot interactions, we propose three profiles: explorer, frustrated, and mixed that reflect diverse scaffolding needs. In their discussions, we found that teachers perceived chatbot benefits such as building prompting skills and self confidence alongside risks including potential declines in learning and critical thinking. Key design recommendations include scaffolding the introduction to chatbots, facilitating teacher control of chatbot features, and suggesting when and how chatbots should be used. Our contribution informs the design of chatbots to support teachers and learners in middle school coding activities.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Open AccessExploring Teacher-Chatbot Interaction and Affect in Block-Based Programming
AI-based chatbots have the potential to accelerate learning and teaching, but may also have counterproductive consequences without thoughtful design and scaffolding. To better understand teachers’ perspectives on large language model (LLM) based chatbots, we conducted a study with 11 teams of middle-school teachers using chatbots for a science and computational thinking activity within a block-based programming environment. Based on a qualitative analysis of audio transcripts and chatbot interactions, we propose three profiles: explorer, frustrated, and mixed that reflect diverse scaffolding needs. In their discussions, we found that teachers perceived chatbot benefits such as building prompting skills and self confidence alongside risks including potential declines in learning and critical thinking. Key design recommendations include scaffolding the introduction to chatbots, facilitating teacher control of chatbot features, and suggesting when and how chatbots should be used. Our contribution informs the design of chatbots to support teachers and learners in middle school coding activities.
- Open Access
- 17 February 2026
- Published by Association for Computing Machinery (ACM)
- p. 1493-1494
Integrating Computer Science in Middle School Lessons through Block-Based Coding
- 17 February 2026
- Published by Association for Computing Machinery (ACM)
- p. 1493-1494
Open AccessIntegrating Computer Science in Middle School Lessons through Block-Based Coding