Michail N. Giannakos

Orcid: 0000-0002-8016-6208

Affiliations:
  • Norwegian University of Science and Technology, NTNU, Department of Computer Science, Trondheim, Norway


According to our database1, Michail N. Giannakos authored at least 240 papers between 2010 and 2025.

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Bibliography

2025
Participatory design of augmented reality games for word learning in autistic children: the parental perspective.
Entertain. Comput., 2025

2024
Multimodal and immersive systems for skills development and education.
Br. J. Educ. Technol., July, 2024

Multimodal Teacher Dashboards: Challenges and Opportunities of Enhancing Teacher Insights Through a Case Study.
IEEE Trans. Learn. Technol., 2024

Implementing Learning Analytics in Norway: Four Central Dilemmas.
J. Learn. Anal., 2024

Understanding engagement through game learning analytics and design elements: Insights from a word game case study.
Proceedings of the 14th Learning Analytics and Knowledge Conference, 2024

Technology for Social Connectedness: A Case Study in Academic Communal Spaces.
Proceedings of the Disruptive Innovation in a Digitally Connected Healthy World, 2024

A Review of Empirical Studies on Gamification in K-12 Environmental Education: Is This Chocolate-Covered Broccoli?
Proceedings of the IEEE Global Engineering Education Conference, 2024

Science Chaser app: A gamified learning journey into STEM activities.
Proceedings of the 23rd Annual ACM Interaction Design and Children Conference, 2024

2023
The role of learning theory in multimodal learning analytics.
Br. J. Educ. Technol., September, 2023

Multisensory Interaction and Analytics to Enhance Smart Learning Environments: A Systematic Literature Review.
IEEE Trans. Learn. Technol., June, 2023

Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries.
Int. J. Child Comput. Interact., March, 2023

Experiverse: Exploring an experiment-based gamification application for motivating children to science learning in an informal setting.
Proceedings of the 2023 Symposium on Learning, Design and Technology, 2023

Enhancing the vocabulary learning skills of autistic children using augmented reality: a participatory design perspective.
Proceedings of the 2023 Symposium on Learning, Design and Technology, 2023

Carry-Forward Effect: Early scaffolding learning processes.
Proceedings of the 2023 Symposium on Learning, Design and Technology, 2023

Towards a Taxonomy of Human-Building Interactions.
Proceedings of the Adjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing, 2023


Designing Multi Sensory Environments for Children's Learning: An Analysis of Teachers' and Researchers' Perspectives.
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference, 2023

Interaction Modalities and Children's Learning in Multisensory Environments: Challenges and Trade-offs.
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference, 2023

MOVES: Going beyond hardwired multisensory environments for children.
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference, 2023

2022
Adaptive Assessment and Content Recommendation in Online Programming Courses: On the Use of Elo-rating.
ACM Trans. Comput. Educ., 2022

Exploring students' cognitive and affective states during problem solving through multimodal data: Lessons learned from a programming activity.
J. Comput. Assist. Learn., 2022

Systematic Literature Review of E-Learning Capabilities to Enhance Organizational Learning.
Inf. Syst. Frontiers, 2022

Children's facial expressions during collaborative coding: Objective versus subjective performances.
Int. J. Child Comput. Interact., 2022

Children's play and problem-solving in motion-based learning technologies using a multi-modal mixed methods approach.
Int. J. Child Comput. Interact., 2022

'Lots done, more to do': The current state of interaction design and children research and future directions.
Int. J. Child Comput. Interact., 2022

Wearable Sensing and Quantified-self to explain Learning Experience.
Proceedings of the International Conference on Advanced Learning Technologies, 2022

Understanding Fun in Learning to Code: A Multi-Modal Data approach.
Proceedings of the IDC '22: Interaction Design and Children, Braga, Portugal, June 27, 2022

2021
Architecting Analytics Across Multiple E-Learning Systems to Enhance Learning Design.
IEEE Trans. Learn. Technol., 2021

Towards an educational data literacy framework: enhancing the profiles of instructional designers and e-tutors of online and blended courses with new competences.
Smart Learn. Environ., 2021

Embodied Interaction and Spatial Skills: A Systematic Review of Empirical Studies.
Interact. Comput., 2021

Sensing-Based Analytics in Education: The Rise of Multimodal Data Enabled Learning Systems.
IT Prof., 2021

Seeking Information on Social Commerce: An Examination of the Impact of User- and Marketer-generated Content Through an Eye-tracking Study.
Inf. Syst. Frontiers, 2021

Correction to: Big data and business analytics ecosystems: paving the way towards digital transformation and sustainable societies.
Inf. Syst. E Bus. Manag., 2021

Information flow and cognition affect each other: Evidence from digital learning.
Int. J. Hum. Comput. Stud., 2021

Sensing technologies and child-computer interaction: Opportunities, challenges and ethical considerations.
Int. J. Child Comput. Interact., 2021

Investigating gaze interaction to support children's gameplay.
Int. J. Child Comput. Interact., 2021

Keep Calm and Do Not Carry-Forward: Toward Sensor-Data Driven AI Agent to Enhance Human Learning.
Frontiers Artif. Intell., 2021

Goalkeeper: A Zero-Sum Exergame for Motivating Physical Activity.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Faces Don't Lie: Analysis of Children's Facial expressions during Collaborative Coding.
Proceedings of the FabLearn Europe / MakeEd 2021: FabLearn Europe / MakeEd 2021, 2021

Designing Effective Playful Experiences for Sustainability Awareness in Schools and Makerspaces.
Proceedings of the FabLearn Europe / MakeEd 2021: FabLearn Europe / MakeEd 2021, 2021

Multimodal AI Agent to Support Students' Motion-Based Educational Game Play.
Proceedings of the First International Workshop on Multimodal Artificial Intelligence in Education (MAIED 2021) At the 22nd International Conference on Artificial Intelligence in Education (AIED 2021), 2021

Information flow and children's emotions during collaborative coding: A causal analysis.
Proceedings of the IDC '21: Interaction Design and Children, 2021

Children's Play and Problem Solving in Motion-Based Educational Games: Synergies between Human Annotations and Multi-Modal Data.
Proceedings of the IDC '21: Interaction Design and Children, 2021

2020
Multimodal Learning Analytics to Inform Learning Design: Lessons Learned from Computing Education.
J. Learn. Anal., December, 2020

Utilizing Multimodal Data Through fsQCA to Explain Engagement in Adaptive Learning.
IEEE Trans. Learn. Technol., 2020

Eye-tracking and artificial intelligence to enhance motivation and learning.
Smart Learn. Environ., 2020

The Past and Future of ITiCSE.
ACM SIGCSE Bull., 2020

ITiCSE 2019 working groups report.
ACM SIGCSE Bull., 2020

Utilizing Interactive Surfaces to Enhance Learning, Collaboration and Engagement: Insights from Learners' Gaze and Speech.
Sensors, 2020

Monitoring Children's Learning Through Wearable Eye-Tracking: The Case of a Making-Based Coding Activity.
IEEE Pervasive Comput., 2020

Assessing Cognitive Performance Using Physiological and Facial Features: Generalizing across Contexts.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2020

Fitbit for learning: Towards capturing the learning experience using wearable sensing.
Int. J. Hum. Comput. Stud., 2020

Identifying the combinations of motivations and emotions for creating satisfied users in SNSs: An fsQCA approach.
Int. J. Inf. Manag., 2020

Mapping child-computer interaction research through co-word analysis.
Int. J. Child Comput. Interact., 2020

Movement forward: The continued growth of Child-Computer Interaction research.
Int. J. Child Comput. Interact., 2020

Advancements on Child-Computer Interaction research: Contributions from IDC 2018.
Int. J. Child Comput. Interact., 2020

Learning Introductory Programming with Smart Learning Environment.
ERCIM News, 2020

Coding activities for children: Coupling eye-tracking with qualitative data to investigate gender differences.
Comput. Hum. Behav., 2020

Computational thinking education: Issues and challenges.
Comput. Hum. Behav., 2020

Multimodal data capabilities for learning: What can multimodal data tell us about learning?
Br. J. Educ. Technol., 2020

The promise and challenges of multimodal learning analytics.
Br. J. Educ. Technol., 2020

On the Dependence Structure Between Learners' Response-time and Knowledge Mastery: If Not Linear, Then What?
Proceedings of the 28th ACM Conference on User Modeling, Adaptation and Personalization, 2020

Predicting learners' effortful behaviour in adaptive assessment using multimodal data.
Proceedings of the LAK '20: 10th International Conference on Learning Analytics and Knowledge, 2020

From childhood to maturity: Are we there yet? Mapping the intellectual progress in learning analytics during the past decade.
Proceedings of the LAK '20: 10th International Conference on Learning Analytics and Knowledge, 2020

Endowing Head-Mounted Displays with Physiological Sensing for Augmenting Human Learning and Cognition.
Proceedings of CrossMMLA in practice: Collecting, 2020

Using Multimodal Learning Analytics to Explore how Children Experience Educational Motion-Based Touchless Games.
Proceedings of CrossMMLA in practice: Collecting, 2020

Towards Obtaining Facial Proxies for Gaze behaviour in TEL.
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Computing Education Research Landscape through an Analysis of Keywords.
Proceedings of the ICER 2020: International Computing Education Research Conference, 2020

How Quickly Can We Predict Users' Ratings on Aesthetic Evaluations of Websites? Employing Machine Learning on Eye-Tracking Data.
Proceedings of the Responsible Design, Implementation and Use of Information and Communication Technology, 2020

Motion-Based Educational Games: Using Multi-Modal Data to Predict Player's Performance.
Proceedings of the IEEE Conference on Games, 2020

Children's Interaction with Motion-Based Touchless Games: Kinecting Effectiveness and Efficiency.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Using sensing technologies to explain children's self-representation in motion-based educational games.
Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

2019
Learning Analytics for Learning Design: A Systematic Literature Review of Analytics-Driven Design to Enhance Learning.
IEEE Trans. Learn. Technol., 2019

Explaining user experience in mobile gaming applications: an fsQCA approach.
Internet Res., 2019

Designing for uprooted children: issues, challenges, and opportunities.
Interactions, 2019

Multimodal data as a means to understand the learning experience.
Int. J. Inf. Manag., 2019

Coding games and robots to enhance computational thinking: How collaboration and engagement moderate children's attitudes?
Int. J. Child Comput. Interact., 2019

Fuzzy set analysis as a means to understand users of 21st-century learning systems: The case of mobile learning and reflections on learning analytics research.
Comput. Hum. Behav., 2019

Exploring children's learning experience in constructionism-based coding activities through design-based research.
Comput. Hum. Behav., 2019

Cultural Correlates of Internet Addiction.
Cyberpsychology Behav. Soc. Netw., 2019

Building pipelines for educational data using AI and multimodal analytics: A "grey-box" approach.
Br. J. Educ. Technol., 2019

Exploring EEG signals during the different phases of game-player interaction.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

Cross-Platform Analytics: A step towards Personalization and Adaptation in Education.
Proceedings of the 9th International Conference on Learning Analytics & Knowledge, 2019

Stimuli-Based Gaze Analytics to Enhance Motivation and Learning in MOOCs.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Elo-Rating Method: Towards Adaptive Assessment in E-Learning.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

The Dynamics of Motivational and Emotional Challenges and Regulation Strategies in Customer-Driven Project-Based Learning.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Technology-Enhanced Organizational Learning: A Systematic Literature Review.
Proceedings of the Digital Transformation for a Sustainable Society in the 21st Century, 2019

EEGlass: an EEG-eyeware prototype for ubiquitous brain-computer interaction.
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

The role of age and gender on implementing informal and non-formal science learning activities for children.
Proceedings of the FabLearn Europe 2019 Conference, Oulu, 2019

Modelling Learners' Behaviour: A Novel Approach Using GARCH with Multimodal Data.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

Fostering Learners' Performance with On-demand Metacognitive Feedback.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

Towards Automatic and Pervasive Physiological Sensing of Collaborative Learning.
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019

Child-Computer Interaction SIG: Designing for Refugee Children.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Joint Emotional State of Children and Perceived Collaborative Experience in Coding Activities.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

ACM's New SIGCHI Extended Abstracts Sample File.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

2018
Gaze-Driven Design Insights to Amplify Debugging Skills: A Learner-Centered Analysis Approach.
J. Learn. Anal., December, 2018

Learning in smart environments: user-centered design and analytics of an adaptive learning system.
Smart Learn. Environ., 2018

Big data and business analytics ecosystems: paving the way towards digital transformation and sustainable societies.
Inf. Syst. E Bus. Manag., 2018

Big data analytics capabilities: a systematic literature review and research agenda.
Inf. Syst. E Bus. Manag., 2018

Supporting adaptive learning pathways through the use of learning analytics: developments, challenges and future opportunities.
Interact. Learn. Environ., 2018

How do you feel about learning to code? Investigating the effect of children's attitudes towards coding using eye-tracking.
Int. J. Child Comput. Interact., 2018

From players to makers: An empirical examination of factors that affect creative game development.
Int. J. Child Comput. Interact., 2018

Supporting school leadership decision making with holistic school analytics: Bridging the qualitative-quantitative divide using fuzzy-set qualitative comparative analysis.
Comput. Hum. Behav., 2018

A Comparison of Gaze Behavior of Experts and Novices to Explain Website Visual Appeal.
Proceedings of the 22nd Pacific Asia Conference on Information Systems, 2018

Learner-computer interaction.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, 2018

Explaining learning performance using response-time, self-regulation and satisfaction from content: an fsQCA approach.
Proceedings of the 8th International Conference on Learning Analytics and Knowledge, 2018

Gaze insights into debugging behavior using learner-centred analysis.
Proceedings of the 8th International Conference on Learning Analytics and Knowledge, 2018

Introductory programming: a systematic literature review.
Proceedings of the Proceedings Companion of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, 2018

A review of introductory programming research 2003-2017.
Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, 2018

Interlacing Gaze and Actions to Explain the Debugging Process.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

Visual Aesthetics of E-Commerce Websites: An Eye-Tracking Approach.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Information Governance in the Big Data Era: Aligning Organizational Capabilities.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Influence of Data Analysis, Entrepreneurial and Business Skills on Information Technology Firms: A Dynamic Capabilities Approach.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Kid Coding Games and Artistic Robots: Attitudes and Gaze Behavior.
Proceedings of the Conference on Creativity and Making in Education, 2018

Discovering children's competences in coding through the analysis of Scratch projects.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

The human side of big data: Understanding the skills of the data scientist in education and industry.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Evidence for Programming Strategies in University Coding Exercises.
Proceedings of the Lifelong Technology-Enhanced Learning, 2018

Combining system success factors with trust to explain e-government adoption using fsQCA.
Proceedings of the 24th Americas Conference on Information Systems, 2018

2017
The interplay of online shopping motivations and experiential factors on personalized e-commerce: A complexity theory approach.
Telematics Informatics, 2017

Gamifying informal learning activities using interactive displays: an empirical investigation of students' learning and engagement.
Smart Learn. Environ., 2017

Assessing Student Behavior in Computer Science Education with an fsQCA Approach: The Role of Gains and Barriers.
ACM Trans. Comput. Educ., 2017

Investigating students' use and adoption of with-video assignments: lessons learnt for video-based open educational resources.
J. Comput. High. Educ., 2017

Investigating the Potential of the Flipped Classroom Model in K-12 ICT Teaching and Learning: An Action Research Study.
J. Educ. Technol. Soc., 2017

Empirical studies on the Maker Movement, a promising approach to learning: A literature review.
Entertain. Comput., 2017

Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making.
Entertain. Comput., 2017

Introduction for the Special issue on 'Maker technologies to foster engagement and creativity in learning'.
Entertain. Comput., 2017

Understanding student retention in computer science education: The role of environment, gains, barriers and usefulness.
Educ. Inf. Technol., 2017

Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes.
Br. J. Educ. Technol., 2017

Designing social commerce platforms based on consumers' intentions.
Behav. Inf. Technol., 2017

Social Innovation And Social Entrepreneurship Through Big Data: Developing A Reseach Agenda.
Proceedings of the 11th Mediterranean Conference on Information Systems, 2017

Enhancing Student Digital Skills: Adopting an Ecosystemic School Analytics Approach.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017

An Exploratory Study on the Influence of Cognitive and Affective Characteristics in Programming-Based Making Activities.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017

Motivations and Emotions in Social Media: Explaining Users' Satisfaction with FsQCA.
Proceedings of the Digital Nations - Smart Cities, Innovation, and Sustainability, 2017

Online Reviews or Marketer Information? An Eye-Tracking Study on Social Commerce Consumers.
Proceedings of the Digital Nations - Smart Cities, Innovation, and Sustainability, 2017

Determining Consumer Engagement in Word-of-Mouth: Trust and Network Ties in a Social Commerce Setting.
Proceedings of the Digital Nations - Smart Cities, Innovation, and Sustainability, 2017

The Role of Contemporary Skills in Information Technology Professionals: An FsQCA Approach.
Proceedings of the Digital Nations - Smart Cities, Innovation, and Sustainability, 2017

Mobile learning adoption through the lens of complexity theory and fsQCA.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Reviewing the affordances of tangible programming languages: Implications for design and practice.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Motivating students with Mobiles, Ubiquitous applications and the Internet of Things for STEM (MUMI4STEM).
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Local communities of computing education in Norway.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Identifying dropout factors in information technology education: A case study.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Learning Analytics for Learning Design: Towards Evidence-Driven Decisions to Enhance Learning.
Proceedings of the Data Driven Approaches in Digital Education, 2017

Value Co-Creation and Trust in Social Commerce: an fsQCA Approach.
Proceedings of the 25th European Conference on Information Systems, 2017

Dual Gaze as a Proxy for Collaboration in Informal Learning.
Proceedings of the 12th International Conference on Computer Supported Collaborative Learning, 2017

Fuzzy-Set Analysis to Understand User Experience in Mobile Applications.
Proceedings of the 23rd Americas Conference on Information Systems, 2017

Value co-creation and purchase intention in social commerce: The enabling role of word-of-mouth and trust.
Proceedings of the 23rd Americas Conference on Information Systems, 2017

Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities.
Proceedings of the 2017 Conference on Interaction Design and Children, 2017

Make2Learn with IoT: Engaging Children into Joyful Design and Making of Interactive Connected Objects.
Proceedings of the 2017 Conference on Interaction Design and Children, 2017

2016
Introduction to smart learning analytics: foundations and developments in video-based learning.
Smart Learn. Environ., 2016

Video-based learning ecosystem to support active learning: application to an introductory computer science course.
Smart Learn. Environ., 2016

Exploring the relationship between video lecture usage patterns and students' attitudes.
Br. J. Educ. Technol., 2016

Gender Differences in Computer Science Education: Lessons Learnt from an Empirical Study at NTNU.
Proceedings of the 29th Norsk Informatikkonferanse, 2016

Big Data and Strategy: A research Framework.
Proceedings of the 10th Mediterranean Conference on Information Systems, 2016

Social Media Use For Work: Does Work Experience Really Matter?
Proceedings of the 10th Mediterranean Conference on Information Systems, 2016

Video-Based Learning Adoption: A Typology of Learners.
Proceedings of the LAK 2016 Workshop on Smart Environments and Analytics in Video-Based Learning, 2016

Making Sense of Learning Analytics with a Configurational Approach.
Proceedings of the LAK 2016 Workshop on Smart Environments and Analytics in Video-Based Learning, 2016

Enhancing Video-Based Learning Experience through Smart Environments and Analytics.
Proceedings of the LAK 2016 Workshop on Smart Environments and Analytics in Video-Based Learning, 2016

Smart environments and analytics on video-based learning.
Proceedings of the Sixth International Conference on Learning Analytics & Knowledge, 2016

Orchestrating 21st Century Learning Ecosystems Using Analytics.
Proceedings of the First International Workshop on Learning Analytics Across Physical and Digital Spaces (CrossLAK 2016) co-located with 6th International Conference on Learning Analytics & Knowledge (LAK 2016), 2016

Investigating Factors Influencing Students' Intention to Dropout Computer Science Studies.
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, 2016

Insights on the Interplay between Adaptive Learning and Learning Analytics.
Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies, 2016

Consumer Intentions on Social Media: A fsQCA Analysis of Motivations.
Proceedings of the Social Media: The Good, the Bad, and the Ugly, 2016

Adaptable Learning and Learning Analytics: A Case Study in a Programming Course.
Proceedings of the Adaptive and Adaptable Learning, 2016

Combining Adaptive Learning with Learning Analytics: Precedents and Directions.
Proceedings of the Adaptive and Adaptable Learning, 2016

A Matter of Trust and Emotions: a Complexity Theory Approach to Explain the Adoption of eGovernment Services.
Proceedings of the 24th European Conference on Information Systems, 2016

Social Media and Analytics for Competitive Performance: A Conceptual Research Framework.
Proceedings of the Business Information Systems Workshops, 2016

User Experience in Personalized E-Commerce: A Configurational Approach.
Proceedings of the 22nd Americas Conference on Information Systems, 2016

Creative Programming Experiences for Teenagers: Attitudes, Performance and Gender Differences.
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

Making as a Pathway to Foster Joyful Engagement and Creativity in Learning.
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

2015
In Memoriam: Roland Mittermeir (1950-2014).
ACM Trans. Comput. Educ., 2015

How to Implement Rigorous Computer Science Education in K-12 Schools? Some Answers and Many Questions.
ACM Trans. Comput. Educ., 2015

Interaction Space of Chords on a Vertical Multi-touch Screen.
Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 2015

Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications.
Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 2015

Designing Creative Programing Experiences for 15 Years Old Students.
Proceedings of the Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn 2015) in conjunction with the International Conference on Entertainment Computing (ICEC 2015), 2015

Can Interactive Art Installations Attract 15 Years Old Students to Coding?
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Exploring the Importance of "Making" in an Educational Game Design.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Make2Learn: Fostering Engagement and Creativity in Learning through Making.
Proceedings of the Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn 2015) in conjunction with the International Conference on Entertainment Computing (ICEC 2015), 2015

Making as a Pathway to Foster Joyful Engagement and Creativity in Learning.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Global Snapshot of Computer Science Education in K-12 Schools.
Proceedings of the 2015 ITiCSE Working Group Reports, 2015

Serious Game Development as a Creative Learning Experience: Lessons Learnt.
Proceedings of the 4th IEEE/ACM International Workshop on Games and Software Engineering, 2015

Familiar Video Stories as a Means for Children with Autism: An Analytics Approach.
Proceedings of the 2015 International Conference on Healthcare Informatics, 2015

Computing education in K-12 schools: A review of the literature.
Proceedings of the IEEE Global Engineering Education Conference, 2015

How Space and Tool Availability Affect User Experience and Creativity in Interactive Surfaces?
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, 2015

2014
Perspectives and Visions of Computer Science Education in Primary and Secondary (K-12) Schools.
ACM Trans. Comput. Educ., 2014

Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice.
Int. J. Serious Games, 2014

Looking at MOOCs Rapid Growth Through the Lens of Video-Based Learning Research.
Int. J. Emerg. Technol. Learn., 2014

Video-Based Learning and Open Online Courses.
Int. J. Emerg. Technol. Learn., 2014

Shiny happy people buying: the role of emotions on personalized e-shopping.
Electron. Mark., 2014

Using social media for work: Losing your time or improving your work?
Comput. Hum. Behav., 2014

Looking outside: what can be learnt from computing education around the world?
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

Design Principles for Serious Games in Mathematics.
Proceedings of the 18th Panhellenic Conference on Informatics, 2014

Open system for video learning analytics.
Proceedings of the First (2014) ACM Conference on Learning @ Scale, 2014

Code Your Own Game: The Case of Children with Hearing Impairments.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Open Service for Video Learning Analytics.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

Happy Girls Engaging with Technology: Assessing Emotions and Engagement Related to Programming Activities.
Proceedings of the Learning and Collaboration Technologies. Designing and Developing Novel Learning Experiences, 2014

Designing Playful Games and Applications to Support Science Centers Learning Activities.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014

Examining and mapping CS teachers' technological, pedagogical and content knowledge (TPACK) in K-12 schools.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Collecting and making sense of video learning analytics.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Challenges and perspectives in an undergraduate flipped classroom experience: Looking through the lens of learning analytics.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Reviewing the flipped classroom research: reflections for computer science education.
Proceedings of the Computer Science Education Research Conference, 2014

2013
Understanding children's behavior in an asynchronous video-mediated communication environment.
Pers. Ubiquitous Comput., 2013

Shopping and Word-of-Mouth Intentions on Social Media.
J. Theor. Appl. Electron. Commer. Res., 2013

Investigating Facebook's acceptance and satisfaction: a study in the Greek university community.
Int. J. Soc. Humanist. Comput., 2013

Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit.
Int. J. Mob. Learn. Organisation, 2013

Measuring Students' Acceptance and Confidence on Algorithms and Programming: The Impact of the Engagement with CS on Secondary Education.
Informatics Educ., 2013

Software and Hardware-Intensive Activities for Supporting Creative Learning.
ERCIM News, 2013

Enjoy and learn with educational games: Examining factors affecting learning performance.
Comput. Educ., 2013

Using webcasts in education: Evaluation of its effectiveness.
Br. J. Educ. Technol., 2013

Educational webcasts' acceptance: Empirical examination and the role of experience.
Br. J. Educ. Technol., 2013

Exploring the video-based learning research: A review of the literature.
Br. J. Educ. Technol., 2013

Using Facebook out of habit.
Behav. Inf. Technol., 2013

Could you help me to change the variables?: comparing instruction to encouragement for teaching programming.
Proceedings of the 8th Workshop in Primary and Secondary Computing Education, 2013

How students estimate the effects of ICT and programming courses.
Proceedings of the 44th ACM Technical Symposium on Computer Science Education, 2013

Learning by Playing and Learning by Making.
Proceedings of the Serious Games Development and Applications, 2013

Analytics on video-based learning.
Proceedings of the Third Conference on Learning Analytics and Knowledge, 2013

An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Assessing Emotions Related to Privacy and Trust in Personalized Services.
Proceedings of the Collaborative, Trusted and Privacy-Aware e/m-Services, 2013

Why Are Users of Social Media Inclined to Word-of-Mouth?
Proceedings of the Collaborative, Trusted and Privacy-Aware e/m-Services, 2013

Usability design for video lectures.
Proceedings of the 11th European Conference on Interactive TV and Video, 2013

Teaching Computer Science to Young Children through Creativity: Lessons Learned from the Case of Norway.
Proceedings of the 3rd Computer Science Education Research Conference, 2013

Research-derived guidelines for designing toddlers' healthcare games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

What motivates children to become creators of digital enriched artifacts?
Proceedings of the Creativity and Cognition 2013, 2013

Designing healthcare games and applications for toddlers.
Proceedings of the Interaction Design and Children 2013, 2013

Designing creative activities for children: the importance of collaboration and the threat of losing control.
Proceedings of the Interaction Design and Children 2013, 2013

2012
In the Face (book) of Social Learning
CoRR, 2012

Is self-efficacy in programming decreasing with the level of programming skills?
Proceedings of the Workshop in Primary and Secondary Computing Education, 2012

Students' perceptions of the differences between ICT and programming courses.
Proceedings of the 12th Koli Calling International Conference on Computing Education Research, 2012

"Do Not Touch the Paintings!" The Benefits of Interactivity on Learning and Future Visits in a Museum.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Open Source Software for Entertainment.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Math Is Not Only for Science Geeks: Design and Assessment of a Storytelling Serious Video Game.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

"This Game Is Girly!" Perceived Enjoyment and Student Acceptance of Edutainment.
Proceedings of the E-Learning and Games for Training, Education, Health and Sports, 2012

Exploring the Business Potential of Social Media: An Utilitarian and Hedonic Motivation Approach.
Proceedings of the 25th Bled eConference: eTrust: eDependability: Reliable and Trustworthy eStructures, 2012

2011
Identifying the Direct Effect of Experience and the Moderating Effect of Satisfaction in the Greek Online Market.
Int. J. E Serv. Mob. Appl., 2011

Computer science/informatics in secondary education.
Proceedings of the 16th annual conference reports on Innovation and technology in computer science education, 2011

Identifying the predictors of educational webcasts' adoption.
Proceedings of the 16th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2011

Programming in secondary education: benefits and perspectives.
Proceedings of the 16th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2011

Children's Interactions in an Asynchronous Video Mediated Communication Environment.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

2010
Comparing a well designed webcast with traditional learning.
Proceedings of the 11th Conference on Information Technology Education, 2010

In the face (book) of the daily routine.
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, 2010

The Evaluation of an e-Learning Web-based Platform.
Proceedings of the CSEDU 2010 - Proceedings of the Second International Conference on Computer Supported Education, Valencia, Spain, April 7-10, 2010, 2010


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