Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides.
Games Cult., 2020
Mapping and measuring the information society: A social science perspective on the opportunities, problems, and prospects of broadband Internet data in the United States.
Inf. Soc., 2019
When first-order barriers are high: A comparison of second- and third-order barriers to classroom computing integration.
Comput. Educ., 2018
Learning from the field and its listserv: Issues that concern health literacy practitioners.
Inf. Serv. Use, 2017
Individual difference predictors of ICT use in older adulthood: A study of 17 candidate characteristics.
Comput. Hum. Behav., 2017
Poster: Understanding Long-Term Adoption of Wearable Activity Trackers Among Older Adults.
Proceedings of the 2017 Workshop on Wearable Systems and Applications, 2017
Introducing Avatarification: An Experimental Examination of How Avatars Influence Student Motivation.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
When It Comes to Depression, ICT Use Matters: A Longitudinal Analysis of the Effect of ICT Use and Mattering on Depression Among Older Adults.
Proceedings of the HCI International 2016 - Posters' Extended Abstracts, 2016
A Tale of Two Divides: Technology Experiences Among Racially and Socioeconomically Diverse Older Adults.
Proceedings of the Human Aspects of IT for the Aged Population. Design for Aging, 2016
Signing Off: Predicting Discontinued ICT Usage Among Older Adults in Assisted and Independent Living - A Survival Analysis.
Proceedings of the Human Aspects of IT for the Aged Population. Design for Everyday Life, 2015