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The hAPPy-Lab: A Gender-Conscious Way To Learn Coding Basics in an Open Makerspace Setting.

, , and . ISSEP (CEURWS Volume), volume 2755 of CEUR Workshop Proceedings, page 64-75. CEUR-WS.org, (2020)

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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)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)"RemoteMentor" Evaluation of Interactions Between Teenage Girls, Remote Tutors, and Coding Activities in School Lessons., , , , and . HCI (25), volume 12205 of Lecture Notes in Computer Science, page 547-567. Springer, (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)