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Evaluation of user engagement and message comprehension in a pervasive software installation.

, , and . GAS@ICSE, page 27-30. IEEE/ACM, (2012)

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Social Innovation And Social Entrepreneurship Through Big Data: Developing A Reseach Agenda., , , and . MCIS, page 12. AISeL, (2017)Designing Software to Prevent Child Marriage Globally., , and . IDC, page 452-457. ACM, (2019)The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and Technology.. ICEC, volume 10507 of Lecture Notes in Computer Science, page 392-395. Springer, (2017)Reviewing the affordances of tangible programming languages: Implications for design and practice., , and . EDUCON, page 1811-1816. IEEE, (2017)Exploring Communities of Practice for Product Family Engineering., , , , and . Wissensmanagement, page 87-91. DFKI, Kaiserslautern, (2005)A checklist for integrating student empirical studies with research and teaching goals., , , and . Empirical Software Engineering, 15 (1): 35-59 (2010)Exploring children's learning experience in constructionism-based coding activities through design-based research., , and . Comput. Hum. Behav., (2019)Sustaining Gender Balance In Top Academic Positions In STEM Will Influence Girls' Participation In STEM., , , , and . Girls@IDC, ACM, (2018)Looking at MOOCs Rapid Growth Through the Lens of Video-Based Learning Research., , and . Int. J. Emerg. Technol. Learn., 9 (1): 35-38 (2014)Research-derived guidelines for designing toddlers' healthcare games., , and . CHI Extended Abstracts, page 451-456. ACM, (2013)