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Mobile Technology for Learning During Covid-19: Opportunities, Lessons, and Challenges., , , , и . IMCL, том 411 из Lecture Notes in Networks and Systems, стр. 16-25. Springer, (2021)Tackling Gender Stereotypes in STEM Educational Resources., , , , , и . FIE, стр. 1-7. IEEE, (2020)Exploring digital careers, stereotypes and diversity with young people through game design and implementation., , , , и . EDUCON, стр. 712-719. IEEE, (2018)Learning mathematics through serious games: An engagement framework., , , и . FIE, стр. 1-5. IEEE Computer Society, (2016)Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria., , , и . INTERACT (1), том 14142 из Lecture Notes in Computer Science, стр. 369-378. Springer, (2023)Barriers and Identified Solutions to the Integration of Digital Technologies in the Classroom: A Case Study of Teachers in Nigeria., , , , , и . EDUCON, стр. 953-958. IEEE, (2019)Innovative methods for evaluating the science capital of young children., , , и . FIE, стр. 1-5. IEEE Computer Society, (2016)Encouraging Diversity in Computer Science among Young People: Using a Games Design Intervention based on an Integrated Pedagogical Framework., , , , и . FIE, стр. 1-8. IEEE, (2019)How can digital educational games be used to improve engagement with mathematics in the classroom?. Northumbria University, Newcastle upon Tyne, UK, (2018)British Library, EThOS.Teacher Training during Covid-19: A Case Study of the Virtual STEM Project in Africa., , , и . EDUCON, стр. 226-234. IEEE, (2021)