Digitale Bibliotheek
Sluiten Bladeren door artikelen uit een tijdschrift
     Tijdschrift beschrijving
       Alle jaargangen van het bijbehorende tijdschrift
         Alle afleveringen van het bijbehorende jaargang
                                       Alle artikelen van de bijbehorende aflevering
 
                             438 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 Abstracting and decomposing in a visual programming environment Sjödahl, Anna

23-24 C p.
artikel
2 A codesign study exploring needs, strategies, and opportunities for digital health platforms to address pandemic-related impacts on children and families Warren, Jillian L.

23-24 C p.
artikel
3 A comparative study into how pupils can play different roles in co-design activities Landoni, Monica
2018
23-24 C p. 28-38
artikel
4 A comparison of the impact of digital games eliciting explicit and implicit learning processes in preschoolers Vinter, Annie

23-24 C p.
artikel
5 Action-based embodied design for mathematics learning: A decade of variations on a theme Alberto, Rosa

23-24 C p.
artikel
6 Adaptive metacognitive prompting in young learners and the role of prior performance Pape, Rebecca

23-24 C p.
artikel
7 A design case study of a tangible system supporting young English language learners Fan, Min
2018
23-24 C p. 67-78
artikel
8 Advancements on Child–Computer Interaction research: Contributions from IDC 2018 Giannakos, Michail

23-24 C p.
artikel
9 A gamified app on emotion recognition and anger management for pre-school children Nicolaidou, Iolie

23-24 C p.
artikel
10 Age-appropriate password “best practice” ontologies for early educators and parents Prior, Suzanne

23-24 C p.
artikel
11 Age-related effects of coding interventions Montuori, Chiara

23-24 C p.
artikel
12 A guiding framework for considering touchscreens in children under two Kucirkova, Natalia

23-24 C p. 46-49
artikel
13 A literature review of children’s and youth’s conceptions of the internet Babari, Parvaneh

23-24 C p.
artikel
14 “Alright, what do we need?”: A study of young coders’ collaborative dialogue Tsan, Jennifer
2018
23-24 C p. 61-71
artikel
15 AMBY: A development environment for youth to create conversational agents Tian, Xiaoyi

23-24 C p.
artikel
16 An analysis of e-book learning platforms: Affordances, architecture, functionality and analytics Roskos, Kathleen

23-24 C p. 37-45
artikel
17 A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood Flynn, Rachel M.

23-24 C p.
artikel
18 An educational IoT lab kit and tools for energy awareness in European schools Mylonas, Georgios
2019
23-24 C p. 43-53
artikel
19 An exploration of graphical password authentication for children Assal, Hala
2018
23-24 C p. 37-46
artikel
20 Animettes: A design-oriented investigation into the properties of tangible toolkits that support children’s collaboration-in-making activities Matthews, Sarah

23-24 C p.
artikel
21 An individualized and adaptive game-based therapy for cerebral visual impairment: Design, development, and evaluation Ben Itzhak, N.

23-24 C p.
artikel
22 A perceptual and behavioral analysis of facial cues to deception in interactions between children and a virtual agent Serras Pereira, Mariana

23-24 C p. 1-12
artikel
23 A print book preference: Caregivers report higher child enjoyment and more adult–child interactions when reading print than electronic books Strouse, Gabrielle A.

23-24 C p. 8-15
artikel
24 A rapid and inclusive instrument for assessing children’s basic understanding of physical computing Bonani, Andrea

23-24 C p.
artikel
25 Are mobile neurofeedback games a feasible way to improve self-regulation of attention for young marginalized children? Antle, Alissa N.

23-24 C p.
artikel
26 A research agenda for computational empowerment for emerging technology education Smith, Rachel Charlotte

23-24 C p.
artikel
27 A review of computational toys and kits for young children Yu, Junnan
2019
23-24 C p. 17-36
artikel
28 A review of selected methods, techniques and tools in Child–Computer Interaction (CCI) developed/adapted to support children’s involvement in technology development Tsvyatkova, Damyanka

23-24 C p.
artikel
29 A review on complementary natures of tangible user interfaces (TUIs) and early spatial learning Baykal, G.E.
2018
23-24 C p. 104-113
artikel
30 A screen-based or physical computing unit? Examining secondary students’ attitudes toward coding Love, Tyler S.

23-24 C p.
artikel
31 A social robot’s influence on children’s figural creativity during gameplay Ali, Safinah

23-24 C p.
artikel
32 Assessing computational thinking process using a multiple evaluation approach Allsop, Yasemin
2019
23-24 C p. 30-55
artikel
33 Assessment of learning in child–computer interaction research: A semi-systematic literature review Baykal, Gökçe Elif

23-24 C p.
artikel
34 A systematic review of physical–digital play technology and developmentally relevant child behaviour Torres, Pablo E.

23-24 C p.
artikel
35 A systematic review on design-based nudges for adolescent online safety Agha, Zainab

23-24 C p.
artikel
36 A systematic survey on embodied cognition: 11 years of research in child–computer interaction Ale, Moyosore

23-24 C p.
artikel
37 A tangible user interface-based application utilizing 3D-printed manipulatives for teaching tactual shape perception and spatial awareness sub-concepts to visually impaired children Jafri, Rabia

23-24 C p. 3-11
artikel
38 Augmented Reality and programming education: A systematic review Theodoropoulos, Anastasios

23-24 C p.
artikel
39 Augmented reality applications for K-12 education: A systematic review from the usability and user experience perspective Law, Effie Lai-Chong

23-24 C p.
artikel
40 Augmented reality interactive experiences for multi-level chemistry understanding Câmara Olim, Sandra

23-24 C p.
artikel
41 A workshop on artificial intelligence biases and its effect on high school students’ perceptions Gómez, Marcos J.

23-24 C p.
artikel
42 Best Practice Framework for Online Safety Education: Results from a rapid review of the international literature, expert review, and stakeholder consultation Walsh, Kerryann

23-24 C p.
artikel
43 Beyond diversity, equity, and inclusion: Designing spaces that empower youth Borge, Marcela

23-24 C p.
artikel
44 Beyond school: The role of technology in K-12 students' lives and informal learning Hardof-Jaffe, Sharon

23-24 C p.
artikel
45 Beyond techno-solutionism: Towards critical perspectives in environmental education and digital technology. A critical-hermeneutic review Perkins, Haley

23-24 C p.
artikel
46 Blending learning analytics and embodied design to model students’ comprehension of measurement using their actions, speech, and gestures Closser, Avery H.

23-24 C p.
artikel
47 BlockyTalky: New programmable tools to enable students’ learning networks Kelly, Annie
2018
23-24 C p. 8-18
artikel
48 Bridging the gap in mobile interaction design for children with disabilities: Perspectives from a pediatric speech language pathologist Du, Yao

23-24 C p.
artikel
49 Can computational talent be detected? Predictive validity of the Computational Thinking Test Román-González, Marcos
2018
23-24 C p. 47-58
artikel
50 Centering and decentering children in computing through joint activity at a computational science exhibit Helvaci Ozacar, Basak

23-24 C p.
artikel
51 Characterizing children’s conceptual knowledge and computational practices in a critical machine learning educational program Arastoopour Irgens, Golnaz

23-24 C p.
artikel
52 Characterizing learner behavior from touchscreen data Pardos, Zachary A.

23-24 C p.
artikel
53 Characterizing the research-practice gap in children’s interactive storytelling systems Loustau, Trystan

23-24 C p.
artikel
54 Child–Computer Interaction: From a systematic review towards an integrated understanding of interaction design methods for children Lehnert, Florence Kristin

23-24 C p.
artikel
55 Child–Computer Interaction in times of a pandemic Antle, Alissa N.

23-24 C p.
artikel
56 Child-home interaction: Design and usability evaluation of a game-based end-user development for children Kakavand, Zahra

23-24 C p.
artikel
57 Children (and adults) benefit from visual feedback during gesture interaction on mobile touchscreen devices Anthony, Lisa
2015
23-24 C p. 17-27
11 p.
artikel
58 Children and parents’ physiological arousal and emotions during shared and independent e-book reading: A preliminary study Avelar, Daniela

23-24 C p.
artikel
59 Children caring for robots: Expanding computational thinking frameworks to include a technological ethic of care Silvis, Deborah

23-24 C p.
artikel
60 Children challenging the design of half-baked games: Expressing values through the process of game modding Kynigos, Chronis
2018
23-24 C p. 16-27
artikel
61 Children designing privacy warnings: Informing a set of design guidelines Dempsey, John

23-24 C p.
artikel
62 Children prefer to learn from smart devices, but do not trust them more than humans Wojcik, Erica H.

23-24 C p.
artikel
63 Children’s agency by design: Design parameters for personalization in story-making apps Kucirkova, Natalia
2019
23-24 C p. 112-120
artikel
64 Children's approaches to solving puzzles in videogames Shokeen, Ekta

23-24 C p.
artikel
65 Children’s conceptions of mental well-being and ideas for its promotion through digital environments Kankaanranta, Marja

23-24 C p.
artikel
66 Children’s design recommendations for online safety education Hartikainen, Heidi

23-24 C p.
artikel
67 Children’s embodied intuitive interaction — Design aspects of embodiment Desai, Shital
2019
23-24 C p. 89-103
artikel
68 Children's engagement during shared reading of ebooks and paper books: A systematic review Clinton-Lisell, Virginia

23-24 C p.
artikel
69 Children’s facial expressions during collaborative coding: Objective versus subjective performances Sharma, Kshitij

23-24 C p.
artikel
70 Children’s learning in focus: Creating value through diversity and transdisciplinary work in design, digital fabrication, and making with children Kinnula, Marianne

23-24 C p.
artikel
71 Children’s perception of phobogenic stimuli in virtual reality Silva, Cidália

23-24 C p.
artikel
72 Children’s play and problem-solving in motion-based learning technologies using a multi-modal mixed methods approach Lee-Cultura, Serena

23-24 C p.
artikel
73 Children use non-verbal cues to learn new words from robots as well as people Kory Westlund, Jacqueline M.
2017
23-24 C p. 1-9
9 p.
artikel
74 Co-designing a social robot for child health care Neerincx, Anouk

23-24 C p.
artikel
75 Co-designing with children a collaborative augmented reality book based on a primary school textbook Alhumaidan, Haifa

23-24 C p. 24-36
artikel
76 Coding games and robots to enhance computational thinking: How collaboration and engagement moderate children’s attitudes? Sharma, Kshitij
2019
23-24 C p. 65-76
artikel
77 Collaborative interactions in problem-solving activities: School children’s orientations while developing digital game designs using smart mobile technology Sjöberg, Jeanette

23-24 C p.
artikel
78 Community partnership design of a maker-related camp for underserved youth: Impacts on youths’ present and future learning trajectories Bhaduri, Srinjita

23-24 C p.
artikel
79 Computational Empowerment and children: Expanding empowerment, agency and participation in computation Schaper, Marie-Monique

23-24 C p.
artikel
80 Computational empowerment in practice: Scaffolding teenagers’ learning about emerging technologies and their ethical and societal impact Schaper, Marie-Monique

23-24 C p.
artikel
81 Computational empowerment of children: Design research on empowering and impactful designs by children Iivari, Netta

23-24 C p.
artikel
82 Computational thinking integrated in school subjects – A cross-case analysis of students’ experiences Yeni, Sabiha

23-24 C p.
artikel
83 Connecting children’s scientific funds of knowledge shared on social media to science concepts Mills, Kelly
2019
23-24 C p. 54-64
artikel
84 Constructionist visions: Hard fun with serious games Kafai, Yasmin B.
2018
23-24 C p. 19-21
artikel
85 Corrigendum to “How Does constructive feedback in an educational game sound to children?” [International Journal of Child-Computer Interaction 36 (2023) 100581] Hwang, Daeun

23-24 C p.
artikel
86 Critical agenda driving child–computer interaction research—Taking a stock of the past and envisioning the future Iivari, Netta

23-24 C p.
artikel
87 Critical Artificial Intelligence literacy: A scoping review and framework synthesis Veldhuis, Annemiek

23-24 C p.
artikel
88 Culturing computation: A multi-case study on students as ethnocomputing researchers during a virtual after-school program Lachney, Michael

23-24 C p.
artikel
89 Cyberheroes: The design and evaluation of an interactive ebook to educate children about online privacy Zhang-Kennedy, Leah
2017
23-24 C p. 10-18
9 p.
artikel
90 CyberPLAYce—A tangible, interactive learning tool fostering children’s computational thinking through storytelling Soleimani, Arash
2019
23-24 C p. 9-23
artikel
91 Cybersecurity awareness for children: A systematic literature review Quayyum, Farzana

23-24 C p.
artikel
92 Deepening children’s STEM learning through making and creative writing Huang, Joey

23-24 C p.
artikel
93 Designing accessible digital musical instruments for special educational needs schools—A social-ecological design framework Förster, Andreas

23-24 C p.
artikel
94 Designing and using digital books for learning: The informative case of young children and video Troseth, Georgene L.

23-24 C p. 3-7
artikel
95 Designing an educational interactive eBook for newly diagnosed children with type 1 diabetes: Mapping a new design space Tsvyatkova, Damyanka
2019
23-24 C p. 1-18
artikel
96 Designing an educational music game: What if children were calling the tune? Nouwen, Marije
2016
23-24 C p. 20-32
13 p.
artikel
97 Designing a Virtual Reality Empathy Game framework to create empathic experiences for children Muravevskaia, Ekaterina

23-24 C p.
artikel
98 Designing a visualization tool for children to reflect on their collaborative dialogue Celepkolu, Mehmet

23-24 C p.
artikel
99 Designing building blocks for open-ended early literacy software Sysoev, Ivan

23-24 C p.
artikel
100 Designing digital fabrication learning environments for Bildung: Implications from ten years of physical computing workshops Katterfeldt, Eva-Sophie

23-24 C p. 3-10
artikel
101 Designing for a socioenactive experience: A case study in an educational workshop on deep time Baranauskas, M. Cecília C.

23-24 C p.
artikel
102 Designing for learning by creating Brennan, Karen
2017
23-24 C p. 7-9
3 p.
artikel
103 Designing for learning mathematics through programming: A case study of pupils engaging with place value Benton, Laura
2018
23-24 C p. 68-76
artikel
104 Designing for oral storytelling practices at home: A parental perspective Vasalou, Asimina

23-24 C p.
artikel
105 Designing for Teen Mental Health: An exploration of the co-design of virtual reality in the public library setting Björling, Elin A.

23-24 C p.
artikel
106 Designing for young children with autism spectrum disorder: A case study of an iPad app Fletcher-Watson, S.
2016
23-24 C p. 1-14
14 p.
artikel
107 Designing Games for Children with developmental disabilities in Ambient Intelligence Environments Ioannidi, Danai

23-24 C p. 40-49
artikel
108 Designing integrated physical–digital systems for children–nature interaction Caiola, Valentina

23-24 C p.
artikel
109 Designing technology to empower children to communicate with non-residential parents Yarosh, Svetlana
2015
23-24 C p. 1-13
13 p.
artikel
110 Designing toward justice: Making space for Black and Latine parent involvement in youth OST computing and STEAM education Thompson, Naomi

23-24 C p.
artikel
111 Designing with Genes in Early Childhood: An exploratory user study of the tangible CRISPEE technology Strawhacker, Amanda

23-24 C p.
artikel
112 Designing with teenagers: A teenage perspective on enhancing mobile museum experiences Cesário, Vanessa

23-24 C p.
artikel
113 Design principles of interactive play systems for children’s outdoor play: A designers’ perspective Khalilollahi, Avin

23-24 C p.
artikel
114 Design thinking for digital fabrication in education Smith, Rachel Charlotte

23-24 C p. 20-28
artikel
115 Developing educational serious games as a proposal for university training in the area of Child Computer Interaction Sanz, Cecilia Verónica

23-24 C p.
artikel
116 Developing maker activities to enhance adolescents’ self-directed learning: A systematic review Pearson, Heather Ann

23-24 C p.
artikel
117 Digital fabrication and Making with children: Norouzi, Behnaz

23-24 C p.
artikel
118 Digital fabrication in education: Expanding the research towards design and reflective practices Iversen, Ole Sejer

23-24 C p. 1-2
artikel
119 Digital Media and Bildung—In memoriam of Heidi Schelhowe Dittert, Nadine

23-24 C p.
artikel
120 Digital parenting competence of mother as informal educator is not inline with internet access Rahayu, Nur W.

23-24 C p.
artikel
121 Digital play in the early years: A systematic review Chu, Celine

23-24 C p.
artikel
122 Distributing participation in design: Addressing challenges of a global pandemic Constantin, Aurora

23-24 C p.
artikel
123 Does conversation lead to better searches? Investigating single-shot and multi-turn spoken searches with children Beelen, Thomas

23-24 C p.
artikel
124 DORIT: An analytical model for computational empowerment in K-9 education Dindler, Christian

23-24 C p.
artikel
125 Editorial Kucirkova, Natalia

23-24 C p. 1-2
artikel
126 Editorial Board
23-24 C p.
artikel
127 Editorial Board 2018
23-24 C p. ii
artikel
128 Editorial Board 2018
23-24 C p. ii
artikel
129 Editorial Board 2018
23-24 C p. ii
artikel
130 Editorial Board 2019
23-24 C p. ii
artikel
131 Editorial Board 2019
23-24 C p. ii
artikel
132 Editorial Board 2019
23-24 C p. ii
artikel
133 Editorial Board
23-24 C p.
artikel
134 Editorial Board
23-24 C p.
artikel
135 Editorial Board
23-24 C p.
artikel
136 Editorial Board
23-24 C p.
artikel
137 Editorial Board
23-24 C p.
artikel
138 Editorial Board
23-24 C p.
artikel
139 Editorial Board
23-24 C p.
artikel
140 Editorial Board
23-24 C p.
artikel
141 Editorial Board
23-24 C p. ii
artikel
142 Editorial Board
23-24 C p.
artikel
143 Editorial Board
23-24 C p.
artikel
144 Editorial Board
23-24 C p.
artikel
145 Editorial Board
23-24 C p.
artikel
146 Editorial Board
23-24 C p.
artikel
147 Editorial Board
23-24 C p.
artikel
148 Editorial Board
23-24 C p.
artikel
149 Editorial Board
23-24 C p.
artikel
150 Editorial Board
23-24 C p.
artikel
151 Editorial Board
23-24 C p.
artikel
152 Editorial Board
23-24 C p.
artikel
153 Editorial Board
23-24 C p.
artikel
154 Editorial Board
23-24 C p.
artikel
155 Editorial: Pushing the boundaries of Participatory Design with children Korte, Jessica

23-24 C p.
artikel
156 Editorial: Special Issue on Assumptions About the Concept of Childhood and the Roles of Children in Design 2018
23-24 C p. 1-4
artikel
157 Editorial special issue on assumptions about the concept of childhood and the roles of children in design Bekker, Tilde
2019
23-24 C p. 89-92
artikel
158 Editorial — Special Issue on Computational Thinking and Coding in Childhood Howland, Kate
2019
23-24 C p. 93-95
artikel
159 Educational Robotics as a boundary object: Towards a research agenda Malinverni, Laura

23-24 C p.
artikel
160 Effectiveness of educational technology in early mathematics education: A systematic literature review Verbruggen, Sandy

23-24 C p.
artikel
161 Effects of a computational thinking intervention program on executive functions in children aged 10 to 11 Robledo-Castro, Carolina

23-24 C p.
artikel
162 Effects of a virtual reality training program on visual attention and motor performance in children with reading learning disability Flores-Gallegos, Rodrigo

23-24 C p.
artikel
163 Efficacy of Berni: A software for preschoolers at risk of dyslexia Romero, Ainara

23-24 C p.
artikel
164 Eight-year-olds engaging in guided information searches with iPads: Dimensions of reading competence Wennås Brante, Eva

23-24 C p.
artikel
165 Embedded figures in stories (EFiS): A method to observe preschoolers’ interactions with spatial manipulatives Baykal, G.E.
2019
23-24 C p. 121-129
artikel
166 Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice Southgate, Erica
2019
23-24 C p. 19-29
artikel
167 Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay Kim, Beaumie
2018
23-24 C p. 85-99
artikel
168 Emerging computational and digital literacies in K-12 education Weintrop, David

23-24 C p.
artikel
169 Empirical validation of the Oral Narrative Competence Evaluation with the TellingApp (ONCE) Scale in Early Childhood Castañeda-Fernández, Jonathan

23-24 C p.
artikel
170 Empowering educators by developing professional practice in digital fabrication and design thinking Andersen, Hanne Voldborg
2019
23-24 C p. 1-16
artikel
171 Empowering young environmental leaders: Designing interactive data visualisation to foster children's agency in eco-schools Gauthier, Andrea

23-24 C p.
artikel
172 Engagement in longitudinal child-robot language learning interactions: Disentangling robot and task engagement de Haas, Mirjam

23-24 C p.
artikel
173 Envisioning Arduino Action Roumen, Geert Jacob

23-24 C p.
artikel
174 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
175 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
176 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
177 Erratum regarding missing declaration of competing interest statements in previously published articles
23-24 C p.
artikel
178 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
179 Erratum regarding missing declaration of competing interest statements in previously published articles
23-24 C p.
artikel
180 Erratum regarding missing declaration of competing interest statements in previously published articles
23-24 C p.
artikel
181 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
182 Erratum regarding missing Declaration of Competing Interest statements in previously published articles
23-24 C p.
artikel
183 Erratum regarding missing parent’s consent statement due to children participation in previously published article
23-24 C p.
artikel
184 Erratum regarding missing relevant Declaration of Competing Interest statements in previously published article
23-24 C p.
artikel
185 Erratum regarding missing Selection and participation statement in previously published article
23-24 C p.
artikel
186 Erratum regarding missing Selection and participation statement in previously published article
23-24 C p.
artikel
187 Erratum regarding missing Selection and participation statement in previously published article
23-24 C p.
artikel
188 Erratum regarding missing Selection and participation statement in previously published article
23-24 C p.
artikel
189 Ethical dilemmas experienced by students in Child–Computer Interaction—A case study Eriksson, Eva

23-24 C p.
artikel
190 Ethical implications for children’s use of search tools in an educational setting Landoni, Monica

23-24 C p.
artikel
191 Evaluating digital creativity support for children: A systematic literature review Hagen, Marte Hoff

23-24 C p.
artikel
192 Evaluating the usability of a conversational agent to enhance parent-child shared reading interactions Leech, Kathryn A.

23-24 C p.
artikel
193 Examining children’s design processes, perspective-taking, and collaboration when using VR head-mounted displays Ryokai, Kimiko

23-24 C p.
artikel
194 Examining children's perceptions of AI-enabled interactive media characters Xu, Ying

23-24 C p.
artikel
195 Examining the materiality and spatiality of design scaffolds in computational making Litts, Breanne K.

23-24 C p.
artikel
196 Examining theory use in design research on fantasy play Skovbjerg, Helle Marie

23-24 C p.
artikel
197 Examining voice assistants in the context of children’s speech Kim, Min Kyong

23-24 C p.
artikel
198 Expanding digital literacies beyond the digital: Infusing computational thinking into unplugged pedagogical tools - Two case studies from mathematics education Saig, Renato

23-24 C p.
artikel
199 Experiences of autistic children with technologies Spiel, Katta

23-24 C p. 50-61
artikel
200 Exploring an approach based on digital games for teaching programming concepts to young children Simões Gomes, Tancicleide Carina
2018
23-24 C p. 77-84
artikel
201 Exploring parent self-efficacy in children's digital device use: Understanding shame and self-stigma through a mixed-methods approach Milford, Stephanie C.

23-24 C p.
artikel
202 Exploring STEM (science, technology, engineering and mathematics) toys in kindergarten: Teachers' pedagogical approaches, perspective and effect on Children's brain development: A systematic literature review Prasad ‘Pandey’, Mahendra

23-24 C p.
artikel
203 Exploring technology-oriented Fab Lab facilitators’ role as educators in K-12 education: Focus on scaffolding novice students’ learning in digital fabrication activities Pitkänen, Kati

23-24 C p.
artikel
204 Exploring the development of mental rotation and computational skills in elementary students through educational robotics Diago, Pascual D.

23-24 C p.
artikel
205 Eye-gaze data to measure students’ attention to and comprehension of computational thinking concepts Arslanyilmaz, Abdurrahman

23-24 C p.
artikel
206 Eye tracking in Child Computer Interaction: Challenges and opportunities Sim, Gavin

23-24 C p.
artikel
207 “Facetime doesn’t count”: Video chat as an exception to media restrictions for infants and toddlers McClure, Elisabeth R.
2015
23-24 C p. 1-6
6 p.
artikel
208 Facilitating critical reflection in online distributed maker workshops: Case studies Murai, Yumiko

23-24 C p.
artikel
209 Fast mapping in word-learning: A case study on the humanoid social robots' impacts on Children's performance Esfandbod, Alireza

23-24 C p.
artikel
210 Feasibility of TOWI as a cognitive training video game for children Rosetti, Marcos F.

23-24 C p.
artikel
211 Finding fun in non-formal technology education Pienimäki, Maija

23-24 C p.
artikel
212 Finnish 5th and 6th graders’ misconceptions about artificial intelligence Mertala, Pekka

23-24 C p.
artikel
213 Foregrounding backstage activities for engaging children in a FabLab for STEM education Dreessen, Katrien
2019
23-24 C p. 35-42
artikel
214 Fostering parental co-development of technology for children with special needs informal learning activities Pihlainen, Kaisa

23-24 C p. 19-27
artikel
215 Fourth grade students’ computational thinking in pair programming with Scratch: A holistic case analysis Fagerlund, Janne

23-24 C p.
artikel
216 From endpoints to trading zones: Multi-directional exchange for computational empowerment in computer science education Lachney, Michael

23-24 C p.
artikel
217 From moral panic to systemic change: Making child-centered design the default Radesky, Jenny

23-24 C p.
artikel
218 From players to makers: An empirical examination of factors that affect creative game development Giannakos, Michail N.
2018
23-24 C p. 27-36
artikel
219 Future designers: Introducing creativity, design thinking & design to children Grammenos, Dimitris
2018
23-24 C p. 16-24
artikel
220 FUTUREGYM: A gymnasium with interactive floor projection for children with special needs Takahashi, Issey

23-24 C p. 37-47
artikel
221 Game-influenced methodology: Addressing child data attrition in language development research Zamuner, Tania S.
2017
23-24 C p. 15-22
8 p.
artikel
222 Game jams in general formal education Aurava, Riikka

23-24 C p.
artikel
223 Game over? Investigating students’ working memory, situational interest, and behavioral patterns as predictors of dropout in an educational game Arztmann, Michaela

23-24 C p.
artikel
224 Gamer rage—Children’s perspective on issues impacting losing one’s temper while playing digital games Kahila, Juho

23-24 C p.
artikel
225 Gender literacy through the making process: A feminist pedagogy approach Schaper, Marie-Monique

23-24 C p.
artikel
226 Going beyond performance scores: Understanding cognitive–affective states in Kindergarteners and application of framework in classrooms Sridhar, Priyashri K.
2019
23-24 C p. 37-53
artikel
227 Going beyond short-term, ‘reduced’ PD: Towards an encompassing typology for children’s participation in infrastructuring processes Schepers, Selina

23-24 C p.
artikel
228 “Hey, Alexa” “Hey, Siri”, “OK Google” ….” exploring teenagers’ interaction with artificial intelligence (AI)-enabled voice assistants during the COVID-19 pandemic Menon, Devadas

23-24 C p.
artikel
229 High school students exploring machine learning and its societal implications: Opportunities and challenges Kaspersen, Magnus Høholt

23-24 C p.
artikel
230 How block-based, text-based, and hybrid block/text modalities shape novice programming practices Weintrop, David
2018
23-24 C p. 83-92
artikel
231 How can AR-enhanced books support early readers? Exploring literacy development through AR design principles Chang, Yoo Kyung

23-24 C p.
artikel
232 How connectivity affects otherwise traditional toys? A functional analysis of Hello Barbie Mertala, Pekka

23-24 C p.
artikel
233 How do children acquire knowledge about voice assistants? A longitudinal field study on children’s knowledge about how voice assistants store and process data Szczuka, Jessica M.

23-24 C p.
artikel
234 How Does Constructive Feedback in an Educational Game Sound to Children? Hwang, Daeun

23-24 C p.
artikel
235 How do you feel about learning to code? Investigating the effect of children’s attitudes towards coding using eye-tracking Papavlasopoulou, Sofia
2018
23-24 C p. 50-60
artikel
236 How is learning scaffolded in library makerspaces? Einarsson, Árni Már

23-24 C p.
artikel
237 How preadolescents and adults remember and experience virtual reality: The role of avatar incarnation, emotion, and sense of presence Cadet, Lénaïc B.

23-24 C p.
artikel
238 How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training Cattoni, Angela

23-24 C p.
artikel
239 How young children engage in and shift between reference frames when playing with coding toys Clarke-Midura, Jody

23-24 C p.
artikel
240 “I could become a white hat hacker” or “At least I am creative”: Children's technology protagonist identities and their evolution during a critical design and making project Ventä-Olkkonen, Leena

23-24 C p.
artikel
241 IJCCI IS Editorial 2016 Alessandrini,

23-24 C p. 1-2
artikel
242 Improved socio-emotional skills in students with autism spectrum disorder (ASD) following an intervention supported by an augmented gamified environment López-Bouzas, Nerea

23-24 C p.
artikel
243 Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games Derks, Suzanne

23-24 C p.
artikel
244 Improving emergent literacy with school-based shared reading: Paper versus ebooks Rvachew, Susan

23-24 C p. 24-29
artikel
245 Infrastructuring digital literacy in K-12 education: A national case study Andersen, Lars Bo

23-24 C p.
artikel
246 Inside or between devices: The internet in the mind of primary school children Botturi, Luca

23-24 C p.
artikel
247 Integration and acceptance of Natural User Interfaces for interactive learning environments Cárdenas-Sainz, Brandon Antonio

23-24 C p.
artikel
248 Interaction effects of race and gender in elementary CS attitudes: A validation and cross-sectional study Vandenberg, Jessica

23-24 C p.
artikel
249 Interactive storytelling for children: A case-study of design and development considerations for ethical conversational AI Chubb, Jennifer

23-24 C p.
artikel
250 Introducing teacher students to digital fabrication to support children’s mathematical learning Stigberg, Henrik

23-24 C p.
artikel
251 Investigating Augmented Reality as a mode of representation for hearing and hearing-impaired preschool children Sun, Xu

23-24 C p.
artikel
252 Investigating gaze interaction to support children’s gameplay Papavlasopoulou, Sofia

23-24 C p.
artikel
253 Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design Jogo, Danielle Akemi

23-24 C p.
artikel
254 Investigating primary school children’s embodied expression of programming concepts Almjally, Abrar

23-24 C p.
artikel
255 Investigating the use of digital manipulatives for storytelling in pre-school Sylla, Cristina
2015
23-24 C p. 39-48
10 p.
artikel
256 Involving teachers, parents and rehabilitation instructors in visual training for visually impaired children: A web-based approach Matas, Yolanda

23-24 C p. 83-89
artikel
257 Kids and thermostats: Understanding children’s involvement with household energy systems Horn, Michael S.
2015
23-24 C p. 14-22
9 p.
artikel
258 KidSpell: Making a difference in spellchecking for children Downs, Brody

23-24 C p.
artikel
259 Knowing Seymour Allen Hart, Laura
2017
23-24 C p. 5-6
2 p.
artikel
260 Knowing versus doing: Children's social conceptions of and behaviors toward virtual reality agents Bailey, Jakki O.

23-24 C p.
artikel
261 Kub-E: An interactive design device for children with panic disorder Chasqueira, Ana

23-24 C p.
artikel
262 Learning analytics of embodied design: Enhancing synergy Abrahamson, Dor

23-24 C p.
artikel
263 Learning efficacy and user acceptance of a game-based social skills learning environment Tan, Jean Lee
2016
23-24 C p. 1-19
19 p.
artikel
264 Learning from the real and the virtual worlds: Educational use of augmented reality in early childhood Oranç, Cansu
2019
23-24 C p. 104-111
artikel
265 Learning machine learning with very young children: Who is teaching whom? Vartiainen, Henriikka

23-24 C p.
artikel
266 Learning maths with a tangible user interface: Lessons learned through participatory design with children with visual impairments and their educators Pires, Ana Cristina

23-24 C p.
artikel
267 Learning to work together: Designing a multi-user virtual reality game for social collaboration and perspective-taking for children with autism Parsons, Sarah
2015
23-24 C p. 28-38
11 p.
artikel
268 Lessons for child–computer interaction studies following the research challenges during the Covid-19 pandemic Kucirkova, Natalia

23-24 C p.
artikel
269 Let’s get them on board: Focus group discussions with adolescents on empowering leisure engagement in Fab Labs and makerspaces Smolarczyk, Kathrin

23-24 C p.
artikel
270 Let us make robots “Think in child!”: How children conceptualize fairness, inclusion, and privacy with social robots Levinson, Leigh

23-24 C p.
artikel
271 Leveraging cultural values and “ways of knowing” to increase diversity in maker activities Holbert, Nathan
2016
23-24 C p. 33-39
7 p.
artikel
272 Leveraging eye tracking to understand children’s attention during game-based, tangible robotics activities Olsen, Jennifer K.

23-24 C p.
artikel
273 Leveraging tangible interfaces in primary school math: Pilot testing of the Owlet math program Zito, Lauren

23-24 C p.
artikel
274 ‘Lots done, more to do’: The current state of interaction design and children research and future directions Giannakos, Michail

23-24 C p.
artikel
275 Machine learning for middle schoolers: Learning through data-driven design Vartiainen, Henriikka

23-24 C p.
artikel
276 Machines and minds: The new cognitive science, and the potential evolution of children’s intuitions about thinking Eisenberg, Michael
2017
23-24 C p. 1-4
4 p.
artikel
277 Makerspace in school—Considerations from a large-scale national testbed Eriksson, Eva
2018
23-24 C p. 9-15
artikel
278 Making a Makerspace for children: A mixed-methods study in Chinese kindergartens Xiang, Sixuan

23-24 C p.
artikel
279 Making as an opportunity for classroom assessment: Canadian maker educators’ views on assessment Murai, Yumiko

23-24 C p.
artikel
280 Making computing visible & tangible: A paper-based computing toolkit for codesigning inclusive computing education activities Oh, HyunJoo

23-24 C p.
artikel
281 Making the invisible visible: Youth designs for teaching about technological and algorithmic bias Coenraad, Merijke

23-24 C p.
artikel
282 Making the Maker: A Means-to-an-Ends approach to nurturing the Maker mindset in elementary-aged children Chu, Sharon Lynn

23-24 C p. 11-19
artikel
283 Making the maker movement more inclusive: Lessons learned from a course on accessibility in making Bar-El, David

23-24 C p.
artikel
284 Manifesto for children’s genuine participation in digital technology design and making Kinnula, Marianne

23-24 C p.
artikel
285 Mapping child–computer interaction research through co-word analysis Giannakos, Michail

23-24 C p.
artikel
286 Maya: An artificial intelligence based smart toy for pre-school children Akdeniz, Mevlüde

23-24 C p.
artikel
287 Mediated transfer: From text to blocks and back Mladenović, Monika

23-24 C p.
artikel
288 Mediating family play: Exploring the expectations of digital media through a mobile application designed to facilitate real-world child–parent play Wilkinson, Phil
2018
23-24 C p. 90-99
artikel
289 Modeling nonlinear dynamics of fluency development in an embodied-design mathematics learning environment with Recurrence Quantification Analysis Tancredi, Sofia

23-24 C p.
artikel
290 More than words: Conceptualizing narrative computational thinking based on a multicase study Schlauch, Michael

23-24 C p.
artikel
291 Mothers helping their preschool children to spell words: A comparison between interactions using the computer vs. pencil and paper Aram, Dorit
2016
23-24 C p. 15-21
7 p.
artikel
292 Movement forward: The continued growth of Child–Computer Interaction research Giannakos, Michail N.

23-24 C p.
artikel
293 New co-design techniques for digital game narrative design with children Uğraş, Tuba

23-24 C p.
artikel
294 Not too young to learn about the news: Best formats to educate about journalism in digital platforms Campos, Ioli

23-24 C p.
artikel
295 Nurturing systems thinking among young people by developing business ideas on sustainable AI Kinnula, Marianne

23-24 C p.
artikel
296 Onboarding new talent to Child–Computer Interaction research: Teaching a tasting menu of CCI as an elective research subject Schaper, Marie-Monique

23-24 C p.
artikel
297 On power and participation: Reflections from design with developmentally diverse children Vasalou, Asimina

23-24 C p.
artikel
298 Opportunities to practice historical thinking and reasoning in a made-for-school history-oriented videogame Kessner, Taylor M.

23-24 C p.
artikel
299 Orchestrating experts’ assumptions and children’s values in the design of Virtual Heritage experiences Schaper, Marie-Monique
2018
23-24 C p. 5-15
artikel
300 Parental involvement and attitudes towards young Greek children’s mobile usage Papadakis, Stamatios

23-24 C p.
artikel
301 Participatory design and participatory debugging: Listening to students to improve computational thinking by creating games Theodoropoulos, Anastasios

23-24 C p.
artikel
302 Patterns in informal and non-formal science learning activities for children–A Europe-wide survey study Tisza, Gabriella

23-24 C p.
artikel
303 Physical computing with plug-and-play toolkits:Key recommendations for collaborative learning implementations Katterfeldt, Eva-Sophie
2018
23-24 C p. 72-82
artikel
304 “Pictures are easier to remember than spellings!”: Designing and evaluating KidsPic — A graphical image-based authentication mechanism Ratakonda, Dhanush kumar

23-24 C p.
artikel
305 Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries Mylonas, Georgios

23-24 C p.
artikel
306 Playing Beowulf: Bridging computational thinking, arts and literature through game-making de Paula, Bruno Henrique
2018
23-24 C p. 39-46
artikel
307 Playing with invisible animals: An interactive system of floor-projected footprints to encourage children’s imagination Moriya, Kodai

23-24 C p.
artikel
308 Play value of digital play spaces: Children's voices Loudoun, Fiona M.

23-24 C p.
artikel
309 Preschool children, robots, and computational thinking: A systematic review Bakala, Ewelina

23-24 C p.
artikel
310 Preschool children’s social and playful interactions with a play-facilitating cardboard robot Torpegaard, Julie

23-24 C p.
artikel
311 Problem-based science, a constructionist approach to science literacy in middle school Flores, Christa
2018
23-24 C p. 25-30
artikel
312 Programming in early childhood education: A systematic review Macrides, Elena

23-24 C p.
artikel
313 Prosocial games for inclusion: Interaction patterns and game outcomes for elementary-aged children Parsons, Sarah

23-24 C p.
artikel
314 Prototyping a designerly learning through authentic making activities in elementary classrooms Gourlet, Pauline
2018
23-24 C p. 31-38
artikel
315 Providing user perspectives to the next generation of parental controls Gnanasekaran, Vahiny

23-24 C p.
artikel
316 Publisher Note
23-24 C p.
artikel
317 Pushing boundaries of co-design by going online: Lessons learned and reflections from three perspectives Fails, Jerry Alan

23-24 C p.
artikel
318 Pushing political, cultural, and geographical boundaries: Distributed co-design with children from Namibia, Malaysia and Finland Winschiers-Theophilus, Heike

23-24 C p.
artikel
319 Reaching the ‘Learning Analytics’ — ‘Embodied Design’ promise of synergy Glenberg, Arthur M.

23-24 C p.
artikel
320 Reconceptualising feedback: Designing educational tangible technologies to be a creative material Matthews, Sarah

23-24 C p.
artikel
321 Redefining the role of parents in young children’s online interactions. A value-sensitive design case study Nouwen, Marije
2018
23-24 C p. 22-26
artikel
322 Redesigning learning games for different learning contexts: Applying a serious game design framework to redesign Stop & Think Gauthier, Andrea

23-24 C p.
artikel
323 Reducing children’s psychological distance from climate change via eco-feedback technologies Dillahunt, Tawanna
2017
23-24 C p. 19-28
10 p.
artikel
324 Relating to materials in digital fabrication: Transform materials to transform yourself Malinverni, Laura

23-24 C p.
artikel
325 Research in Child–Computer Interaction: Provocations and envisioning future directions Antle, Alissa N.

23-24 C p.
artikel
326 Responses to hotspots during parent–child shared reading of eBook Abdelhadi, Soaad M.

23-24 C p.
artikel
327 Rethinking children’s roles in Participatory Design: The child as a process designer Schepers, Selina
2018
23-24 C p. 47-54
artikel
328 Robotics and computational thinking in primary school Chalmers, Christina
2018
23-24 C p. 93-100
artikel
329 Samba schools as an inspiration for technologies for children under the age of five Hourcade, Juan Pablo
2018
23-24 C p. 100-103
artikel
330 Saudi parents’ privacy concerns about their children’s smart device applications Alashwali, Eman

23-24 C p.
artikel
331 Savouring our mistakes: Learning from the FitQuest project Robertson, Judy
2018
23-24 C p. 55-67
artikel
332 Scaffolding Children's critical reflection on intelligent technologies: Opportunities from speculative fiction Malinverni, Laura

23-24 C p.
artikel
333 Scalar symmetries and strange tools: Learning Analytics and Embodied Design as techno-cultural confluence Feiten, Tim Elmo

23-24 C p.
artikel
334 ScratchJr design in practice: Low floor, high ceiling Blake-West, Jessica C.

23-24 C p.
artikel
335 Sensing technologies and child–computer interaction: Opportunities, challenges and ethical considerations Sharma, Kshitij

23-24 C p.
artikel
336 Sensing the invisible: Understanding the perception of indoor air quality among children in low-income families Kim, Sunyoung
2019
23-24 C p. 79-88
artikel
337 Sharing stressors with a social robot prototype: What embodiment do adolescents prefer? Björling, Elin A.

23-24 C p.
artikel
338 Shimpai Muyou: Confronting Child Suicides in Japan through a Serious Game & School-based Intervention Paracha, Samiullah

23-24 C p.
artikel
339 Situating computational empowerment in formal education: A multi-perspective view Göbl, Barbara

23-24 C p.
artikel
340 Smart-thing design by children at a distance: How to engage them and make them learn Roumelioti, Eftychia

23-24 C p.
artikel
341 Smart toys and children’s understanding of personal data Manches, Andrew

23-24 C p.
artikel
342 Smart Toys, Smart Tangibles, Robots and other Smart Things for Children Sylla, Cristina

23-24 C p.
artikel
343 Social and curious: Lessons in designing digital manipulatives for young children Matthews, Sarah

23-24 C p.
artikel
344 Socializers, achievers or both? Value-based roles of children in technology design projects Kinnula, Marianne
2018
23-24 C p. 39-49
artikel
345 Socially adaptive electronic partners for improved support of children’s values: An empirical study with a location-sharing mobile app Kayal, Alex
2018
23-24 C p. 79-89
artikel
346 Social Media Co-pilot: Designing a chatbot with teens and educators to combat cyberbullying Zou, Wenting

23-24 C p.
artikel
347 Social sharing of task-related emotions in Design-Based Learning: Challenges and opportunities Zhang, Feiran

23-24 C p.
artikel
348 Sociomateriality of collaboration within a small team in secondary school maker-centered learning project Mehto, Varpu

23-24 C p.
artikel
349 Sparking interest: A design framework for mobile technologies to promote children’s interest in nature Kawas, Saba
2019
23-24 C p. 24-34
artikel
350 Sparking social initiation behaviors in children with Autism through full-body Interaction Mora-Guiard, Joan

23-24 C p. 62-71
artikel
351 Speech interface reformulations and voice assistant personification preferences of children and parents Yuan, Ye
2019
23-24 C p. 77-88
artikel
352 STEAM in Oulu: Scaffolding the development of a Community of Practice for local educators around STEAM and digital fabrication Milara, Iván Sánchez

23-24 C p.
artikel
353 Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys Hall, Lynne

23-24 C p.
artikel
354 Stimulating preschoolers’ early literacy development using educational technology: A systematic literature review Bautista, Genica Fae

23-24 C p.
artikel
355 Story-related discourse by parent–child dyads: A comparison of typically developing children and children with language impairments Rees, Kathrin

23-24 C p. 16-23
artikel
356 Students’ achievement goals: Goal approximation, engagement, and emotions in co-design activities and product Goagoses, Naska

23-24 C p.
artikel
357 Students’ attitudes towards robotics and STEM: Differences based on gender and robotics experience Kucuk, Sevda

23-24 C p.
artikel
358 Studying children’s experience during free-form and formally structured gameplay Kirginas, Sotiris

23-24 C p.
artikel
359 Supporting and understanding autistic children’s non-verbal interactions through OSMoSIS, a motion-based sonic system Ragone, Grazia

23-24 C p.
artikel
360 Supporting child–group interactions with hands-off museum exhibit Kotut, Lindah

23-24 C p.
artikel
361 Supporting collective physical activities by interactive floor projection in a special-needs school setting Oki, Mika

23-24 C p.
artikel
362 Supporting scientific modeling through curriculum-based making in elementary school science classes Chu, Sharon Lynn
2018
23-24 C p. 1-8
artikel
363 Sustainable cyberbullying detection with category-maximized relevance of harmful phrases and double-filtered automatic optimization Ptaszynski, Michal
2016
23-24 C p. 15-30
16 p.
artikel
364 Swedish teachers’ views on the use of personalised learning technologies for teaching children reading in the English classroom Bunting, Leona

23-24 C p.
artikel
365 Switch mode: How one environment supports multiple strategies to transition from block-based to text-based programming Lin, Yuhan

23-24 C p.
artikel
366 Systematic mapping of computational thinking in preschool children Martins, Everton Carlos

23-24 C p.
artikel
367 Tablets for two: How dual tablets can facilitate other-awareness and communication in learning disabled children with autism Holt, Samantha

23-24 C p. 72-82
artikel
368 Tangible and graphical programming with experienced children: A mixed methods analysis Sapounidis, Theodosios
2019
23-24 C p. 67-78
artikel
369 Tangible data visualization of physical activity for children and adolescents: A qualitative study of temporal transition of experiences Eslambolchilar, Parisa

23-24 C p.
artikel
370 t-books: A block interface for young children’s narrative construction Sylla, Cristina
2018
23-24 C p. 59-66
artikel
371 Teachers as reflective learning experience designers: Bringing design thinking into school-based design and maker education Bosch, Noora

23-24 C p.
artikel
372 Teaching CCI in Computer Science and Computer Science Education Dittert, Nadine

23-24 C p.
artikel
373 Teaching child-computer interaction: Critical reflections on a project-based interaction design course Baykal, Gökçe Elif

23-24 C p.
artikel
374 Teaching children digital literacy through design-based learning with digital toolkits in schools Bekker, Tilde

23-24 C p. 29-38
artikel
375 Teaching machine learning in elementary school Shamir, Gilad

23-24 C p.
artikel
376 Technology Comprehension — Combining computing, design, and societal reflection as a national subject Tuhkala, Ari
2019
23-24 C p. 54-63
artikel
377 Technology-enhanced support for children with Down Syndrome: A systematic literature review Shahid, Numera M.I.

23-24 C p.
artikel
378 Teen as research-apprentice: A restorative justice approach for centering adolescents as the authority of their own online safety Chatlani, Neeraj

23-24 C p.
artikel
379 1,2,3,4 tell me how to grow more: A position paper on children, design ethics and biowearables Antle, Alissa N.

23-24 C p.
artikel
380 Tensions in designing tablet-based musical instruments for students with disabilities Horton, Patrick W.

23-24 C p.
artikel
381 The art of the Wunderlich cube and the development of spatial abilities Winter, Victor
2018
23-24 C p. 1-7
artikel
382 The causes of difficulty in children’s creation of informal programs Bucciarelli, Monica

23-24 C p.
artikel
383 The cloud is the limit: A case study of programming on the web, with the web Weintrop, David
2019
23-24 C p. 1-8
artikel
384 The design space of visualization tools for data science education: Literature review and framework for future designs Fernandez, Cassia

23-24 C p.
artikel
385 The developmental appropriateness of digital games and its impact on young children’s enjoyment and playtime Crescenzi-Lanna, Lucrezia

23-24 C p.
artikel
386 The direct and indirect effects of social technology use on children’s life satisfaction Żerebecki, Bartosz G.

23-24 C p.
artikel
387 The effects of scaffolded programming scripts on pre-service teachers’ computational thinking: Developing algorithmic thinking through programming robots Angeli, Charoula

23-24 C p.
artikel
388 The effects on children’s literacy skills of reading e-books with different features: Are ‘bells and whistles’ over-rated? Karemaker, Arjette

23-24 C p. 30-36
artikel
389 The evolution of a toolkit for smart-thing design with children through action research Gennari, Rosella

23-24 C p.
artikel
390 The feasibility of an immersive interactive virtual reality task for children and adolescents. Krupljanin, Nina

23-24 C p.
artikel
391 “The girl who wants to fly”: Exploring the role of digital technology in enhancing dialogic reading Rubegni, Elisa

23-24 C p.
artikel
392 The impact of near-peer virtual agents on computer science attitudes and collaborative dialogue Earle-Randell, Toni V.

23-24 C p.
artikel
393 The intentions of the designers of digital educational tools in early childhood education Ploog, Maria

23-24 C p.
artikel
394 The potential for emerging technologies to support self-regulation in children with ADHD: A literature review Cibrian, Franceli L.

23-24 C p.
artikel
395 The role of CCI in supporting children’s engagement with environmental sustainability at a time of climate crisis Vasalou, Asimina

23-24 C p.
artikel
396 The role of robotic toys in shaping play and joint engagement in autistic children: Implications for future design Laurie, Margaret H.

23-24 C p.
artikel
397 The scope of autonomy when teaching computational thinking in primary school Carlborg, Niklas
2019
23-24 C p. 130-139
artikel
398 The SEEDS pedagogy: Designing a new pedagogy for preschools using a technology-based toolkit Dittert, Nadine

23-24 C p.
artikel
399 The Seymour test: Powerful ideas in early childhood education Bers, Marina Umaschi
2017
23-24 C p. 10-14
5 p.
artikel
400 The show must go on! Strategies for making and makerspaces during pandemic Kinnula, Marianne

23-24 C p.
artikel
401 The situated power of computational empowerment Andersen, Lars Bo

23-24 C p.
artikel
402 Tick Box Design: A bounded and packageable co-design method for large workshops Read, Janet

23-24 C p.
artikel
403 TitanTutor: An educational technology solution co-designed by children from different age groups and socio-economic backgrounds Chimbo, Bester

23-24 C p. 13-23
artikel
404 To Empower or Provoke? Exploring approaches for participatory design at schools for neurodiverse individuals in India Sharma, Sumita

23-24 C p.
artikel
405 Towards a model of progression in computational empowerment in education Kaspersen, Magnus Høholt

23-24 C p.
artikel
406 Towards a participative approach for adapting multimodal digital books for deaf and hard of hearing people Véliz, Soledad

23-24 C p. 90-98
artikel
407 Towards culturally sustaining design: Centering community’s voices for learning through Participatory Design Anderson-Coto, Maria J.

23-24 C p.
artikel
408 Towards the improvement of the cognitive, motoric and academic skills of students with special educational needs using Kinect learning games Kourakli, Maria

23-24 C p. 28-39
artikel
409 Toy user interface design—Tools for Child–Computer Interaction de Albuquerque Wheler, Anna Priscilla

23-24 C p.
artikel
410 Turning frustration into learning opportunities during maker activities: A review of literature Yulis San Juan, Andreina

23-24 C p.
artikel
411 Understanding the role of fun in learning to code Tisza, Gabriella

23-24 C p.
artikel
412 Usability and user experience of an individualized and adaptive game-based therapy for children with cerebral visual impairment Ben Itzhak, N.

23-24 C p.
artikel
413 User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training Mattheiss, Elke

23-24 C p. 12-18
artikel
414 User experience testing and co-designing a digital game for broadening participation in computing with and for elementary school children Arastoopour Irgens, Golnaz

23-24 C p.
artikel
415 Using multimodal educational apps to increase the vocabulary of children with and without reading difficulties Lee, Sung Hee

23-24 C p.
artikel
416 Using participatory design to integrate stakeholder voices in the creation of a culturally relevant computing curriculum Coenraad, Merijke

23-24 C p.
artikel
417 Using the blended spaces framework to design heritage stories with schoolchildren O’Keefe, Brian
2015
23-24 C p. 7-16
10 p.
artikel
418 Using the MemoLine to capture changes in user experience over time with children Sim, Gavin
2016
23-24 C p. 1-14
14 p.
artikel
419 Validating a performance assessment of computational thinking for early childhood using item response theory Na, Chungsoo

23-24 C p.
artikel
420 VIC — A Tangible User Interface to train memory skills in children with Intellectual Disability Beccaluva, Eleonora

23-24 C p.
artikel
421 “We were proud of our idea”: How teens and teachers gained value in an entrepreneurship and making project Hartikainen, Heidi

23-24 C p.
artikel
422 What do children and early adolescents say they do when playing an educational digital game? Blumberg, Fran C.

23-24 C p.
artikel
423 What FabLearn talks about when talking about reflection — A systematic literature review Baykal, Gökçe Elif

23-24 C p.
artikel
424 What they can and cannot: A meta-analysis of research on touch and multi-touch gestures by two to seven-year-olds Samarakoon, Uthpala

23-24 C p.
artikel
425 “When I'm writing a story, I am really good” Exploring the use of digital storytelling technology at home Kalantari, Sara

23-24 C p.
artikel
426 “Which apps are good for my children?”: How the parents of young children select apps Brito, Rita

23-24 C p.
artikel
427 Who creates our computational worlds? A review of Critically Conscious Computing: Methods for secondary education Henrique, Brendan

23-24 C p.
artikel
428 Who programs whom?—Computational empowerment through mastery and appropriation in young children’s computational thinking activities Odgaard, Ane Bjerre

23-24 C p.
artikel
429 Whose data are they? Elementary school students’ conceptualization of data ownership and privacy of personal digital data Agesilaou, Andria

23-24 C p.
artikel
430 Widening participation in technology design: A review of the involvement of children with special educational needs and disabilities Benton, Laura
2015
23-24 C p. 23-40
18 p.
artikel
431 Wired, wild, wonderful: A scoping review of early childhood nature connections fostered by digital technologies Vella, Kellie

23-24 C p.
artikel
432 “Yeah, no more tantrums, whoo!”: Practices parents valued to help children transition away from screens Zabatiero, Juliana

23-24 C p.
artikel
433 Young children’s conceptions of computers, code, and the Internet Mertala, Pekka
2019
23-24 C p. 56-66
artikel
434 Young children’s design thinking skills in makerspaces Hatzigianni, Maria

23-24 C p.
artikel
435 YoungDeafDesign: Participatory design with young Deaf children Korte, Jessica

23-24 C p.
artikel
436 You, robot? The role of anthropomorphic emotion attributions in children’s sharing with a robot Nijssen, Sari R.R.

23-24 C p.
artikel
437 “You take fifty photos, delete forty nine and use one”: A qualitative study of adolescent image-sharing practices on social media Bell, Beth T.
2019
23-24 C p. 64-71
artikel
438 “You” versus “children”: A repeated-measures experiment on the effects of social robots’ use of (im)personal address forms when talking to children van Straten, Caroline L.

23-24 C p.
artikel
                             438 gevonden resultaten
 
 Koninklijke Bibliotheek - Nationale Bibliotheek van Nederland