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Creative, Engaging, and Playful Making-Activities with Smartphones and Embroidery Machines.

, and . FabLearn/MakeEd, page 20:1-20:4. ACM, (2021)

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Pocket Game Jams: a Constructionist Approach at Schools., , , , and . MobileHCI Adjunct, page 1207-1211. ACM, (2015)Exploring Making in Schools: A Maker-Framework for Teachers in K12., , and . FabLearn/MakeEd, page 7:1-7:6. ACM, (2022)The learning value of game design activities: association between computational thinking and cognitive skills., , , , and . WiPSCE, page 19:1-19:4. ACM, (2020)The Magic Word: A Coding Tutorial-Game to Engage Female Teenagers in App Design., , , and . CoRR, (2020)Development and Evaluation of a web-based Application for Digital Findings and Documentation in Physiotherapy Education., , , , and . eHealth, volume 212 of Studies in Health Technology and Informatics, page 182-189. IOS Press, (2015)Design, Code, Stitch, Wear, and Show It! Mobile Visual Pattern Design in School Contexts., , , , and . FIE, page 1-9. IEEE, (2020)Designing, Coding and Embroidering: A Workflow for Gender-Sensitive and Interdisciplinary Teaching., , , , and . Int. J. Emerg. Technol. Learn., 19 (6): 79-104 (2024)A Customised App to Attract Female Teenagers to Coding., and . CoRR, (2019)The "Making at School" Project: Planning Interdisciplinary Activities., , and . ITiCSE (2), page 624. ACM, (2022)Beliefs and Expectations of Primary Student Teachers in Informatics., , and . WiPSCE, page 16:1-16:4. ACM, (2022)