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Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities.

, , , and . IDC, page 171-181. ACM, (2017)

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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)Designing Software to Prevent Child Marriage Globally., , and . IDC, page 452-457. ACM, (2019)Exploring Communities of Practice for Product Family Engineering., , , , and . Wissensmanagement, page 87-91. DFKI, Kaiserslautern, (2005)Social Innovation And Social Entrepreneurship Through Big Data: Developing A Reseach Agenda., , , and . MCIS, page 12. AISeL, (2017)Sustaining Gender Balance In Top Academic Positions In STEM Will Influence Girls' Participation In STEM., , , , and . Girls@IDC, ACM, (2018)Learning Research Methods and Processes via Sharing Experience in a BLOG., and . CDC/ECC, page 2716-2720. IEEE, (2005)Leo con lula, introducing global reading methods to children with ASD., , , and . IDC, page 420-426. ACM, (2018)Research-derived guidelines for designing toddlers' healthcare games., , and . CHI Extended Abstracts, page 451-456. ACM, (2013)Kid Coding Games and Artistic Robots: Attitudes and Gaze Behavior., , , and . FabLearn Europe, page 64-71. ACM, (2018)