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Coding activities for children: Coupling eye-tracking with qualitative data to investigate gender differences.

, , and . Comput. Hum. Behav., (2020)

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Using sensing technologies to explain children's self-representation in motion-based educational games., , , , and . IDC, page 541-555. ACM, (2020)Joint Emotional State of Children and Perceived Collaborative Experience in Coding Activities., , and . IDC, page 133-145. ACM, (2019)Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities., , , and . IDC, page 171-181. ACM, (2017)Children's Play and Problem Solving in Motion-Based Educational Games: Synergies between Human Annotations and Multi-Modal Data., , , , and . IDC, page 408-420. ACM, (2021)Empirical studies on the Maker Movement, a promising approach to learning: A literature review., , and . Entertain. Comput., (2017)Investigating gaze interaction to support children's gameplay., , , , , , and . Int. J. Child Comput. Interact., (2021)Identifying the combinations of motivations and emotions for creating satisfied users in SNSs: An fsQCA approach., , , and . Int. J. Inf. Manag., (2020)Designing Multi Sensory Environments for Children's Learning: An Analysis of Teachers' and Researchers' Perspectives., , , and . IDC, page 388-396. ACM, (2023)Engaging Students with Computer Science through Creativity: Toward Better Understanding and Improved Methods.. ICALT, page 546-548. IEEE Computer Society, (2016)Wearable Sensing and Quantified-self to explain Learning Experience., , , and . ICALT, page 136-138. IEEE, (2022)