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Interactive television and the role of affective usability., и . MMM, IEEE, (2006)Gathering Intelligence on Student Information Behavior Using Data Mining., , , , , , , , и . Libr. Trends, 68 (4): 636-658 (2020)Shaping a Tool for Developing Computing Students' Professional Identity - Industry Perspectives., , , и . SEET@ICSE, стр. 302-307. IEEE, (2023)The Degree of Usability from Selected DVD Menus and Their Navigational Systems., и . APCHI, том 3101 из Lecture Notes in Computer Science, стр. 540-549. Springer, (2004)Using Focus to Personalise Learning and Feedback in Software Engineering Education., , , и . SEET@ICSE, стр. 296-301. IEEE, (2023)Identifying items for moderation in a peer assessment framework., , , , , и . Knowl. Based Syst., (2018)On Repurposing Social Virtual Reality Platforms to Support Distributed Learning., , , , , , и . WI/IAT, стр. 981-986. IEEE, (2020)Improving Computing Education through a Holistic Learning Framework: A Focus Group Study., , , , и . TALE, стр. 1-8. IEEE, (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports., , , , , , и . ISMAR, стр. 611-621. IEEE, (2023)