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Encouraging Diversity in Computer Science among Young People: Using a Games Design Intervention based on an Integrated Pedagogical Framework.

, , , , and . FIE, page 1-8. IEEE, (2019)

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Mobile Technology for Learning During Covid-19: Opportunities, Lessons, and Challenges., , , , and . IMCL, volume 411 of Lecture Notes in Networks and Systems, page 16-25. Springer, (2021)Tackling Gender Stereotypes in STEM Educational Resources., , , , , and . FIE, page 1-7. IEEE, (2020)Barriers and Identified Solutions to the Integration of Digital Technologies in the Classroom: A Case Study of Teachers in Nigeria., , , , , and . EDUCON, page 953-958. IEEE, (2019)Exploring digital careers, stereotypes and diversity with young people through game design and implementation., , , , and . EDUCON, page 712-719. IEEE, (2018)Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria., , , and . INTERACT (1), volume 14142 of Lecture Notes in Computer Science, page 369-378. Springer, (2023)Learning mathematics through serious games: An engagement framework., , , and . FIE, page 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., , , , and . FIE, page 1-8. IEEE, (2019)Innovative methods for evaluating the science capital of young children., , , and . FIE, page 1-5. IEEE Computer Society, (2016)Games for Teaching Mathematics in Nigeria: What Happens to Pupils' Engagement and Traditional Classroom Dynamics?, , , and . IEEE Access, (2019)Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers' Intentions to Use Digital Games in the Classroom., , , and . FIE, page 1-8. IEEE, (2019)