Background and activities
Letizia Jaccheri (Ph.D. from Politecnico di Torino, Italy) is Professor and Department Head at the Department of Computer and Information Science.
Jaccheri's research is on
- software engineering
- entertainment computing
- computational creativity
- ICT-enabled social innovation
Jaccheri is the Norwegian representative of IFIP TC14 on Entertainment Computing since 2012. She has published more than 100 papers in International conferences and journals.
Jaccheri has been teaching courses in software engineering at various levels since 1994. She has supervised PhD students, Post doctoral students and acted as opponent for national and international defences.
As department head she has overall responsibility of all research and innovation activities at the department with several NFR, EU and Industry funded projects. She is independent director of Reply S.p.A., Capital 4,863,485.64 Euros and 6000 employees worldwide.
See letiziajaccheri.org for detailed information about publications, supervision, courses, and dissemination activities.
Scientific, academic and artistic work
A selection of recent journal publications, artistic productions, books, including book and report excerpts. See all publications in the database
- (2017) Assessing Student Behavior in Computer Science Education with an fsQCA Approach: The Role of Gains and Barriers. ACM Transactions on Computing Education. vol. 17 (2).
- (2016) Exploring the relationship between video lecture usage patterns and students' attitudes. British Journal of Educational Technology. vol. 47 (6).
- (2016) Understanding student retention in computer science education: The role of environment, gains, barriers and usefulness. Education and Information Technologies : Official Journal of the IFIP technical committee on Education.
- (2016) Design and implement chords and personal windows for multi-user collaboration on a large multi-touch vertical display. Human-centric Computing and Information Sciences. vol. 6 (1).
- (2016) Empirical studies on the Maker Movement, a promising approach to learning: A literature review. Entertainment Computing. vol. 18.
- (2016) Gender Differences in Computer Science Education: Lessons Learnt from an Empirical Study at NTNU. NIK: Norsk Informatikkonferanse.
- (2015) How Video Usage Styles Affect Student Engagement? Implications for Video-Based Learning Environments. Lecture Notes in Educational Technology.
- (2015) RealCoins: A Case Study of Enhanced Model Driven Development for Pervasive Games. International Journal of Multimedia and Ubiquitous Engineering. vol. 10 (5).
- (2015) Designing creative programing experiences for 15 years old students. CEUR Workshop Proceedings. vol. 1450.
- (2015) Game-based interactive campaign using motion-sensing technology. Lecture Notes in Computer Science. vol. 9353.
- (2014) Code your own game: The case of children with hearing impairments. Lecture Notes in Computer Science. vol. 8770.
- (2014) Looking at MOOCs rapid growth through thelens of video-based learning research. International Journal: Emerging Technologies in Learning. vol. 9 (1).
- (2014) Happy Girls Engaging with Technology: Assessing Emotions and Engagement Related to Programming Activities. Lecture Notes in Computer Science. vol. 8523.
- (2013) Architectural Decision-Making in Enterprises: Preliminary Findings from an Exploratory Study in Norwegian Electricity Industry. Lecture Notes in Computer Science. vol. 7957.
- (2013) Learning by Playing and Learning by Making. Lecture Notes in Computer Science. vol. 8101.
- (2013) An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments. Lecture Notes in Computer Science. vol. 8215.
- (2013) Software and HardwareIntensive Activities for Supporting Creative Learning. ERCIM News.
- (2013) An empirical examination of behavioral factors in creative development of game prototypes. Lecture Notes in Computer Science. vol. 8215.
- (2013) Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit. International Journal of Mobile Learning and Organisation. vol. 7 (2).
- (2012) “This Game Is Girly!” Perceived Enjoyment and Student Acceptance of Edutainment. Lecture Notes in Computer Science. vol. 7516.