Background and activities
Letizia Jaccheri (Ph.D. from Politecnico di Torino, Italy) is Professor at the Department of Computer Science.Jaccheri's research is on: software engineering; entertainment computing; computational creativity; ICT-enabled social innovation.
Conferences I am involved in
- June 2018 ACM IDC 2018 (co-chair)
- September 2018 IFIP ICEC 2018 (Leader of the Steering Committee)
- October 2018 European Computer Science Summit (Program Chair)
- May 2019 ACM/IEEE ICSE 2019 (PC Member)
- September 2019 IFIP I3E (Co-chair)
|INITIATE||INnovation through bIg daTa and socIal enTreprEneurship||H2020 2018 – 2020||Letizia Jaccheri Ilias Pappas|
|UMI-Sci-Ed||Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote STEM Education||H2020 2016 – 2019||Monica Divitini Letizia Jaccheri|
|SOCRATIC||SOcial CReATive IntelligenCe Platform for achieving Global Sustainability Goals||H2020 2016 – 2018||Letizia Jaccheri Ilias Pappas|
|INPART||International Partnership in Information Technology||NFR 2017 – 2020||Letizia Jaccheri|
Jaccheri is the Norwegian representative and Vice President of IFIP TC14 on Entertainment Computing since 2012 . She has published more than 100 papers in International conferences and journals. She 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.
From 2015 to April 2018 she acted as independent director of Reply S.p.A.
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
- (2019) Exploring children’s learning experience in constructionism-based coding activities through design-based research. Computers in Human Behavior.
- (2018) Evaluation of team dynamics in Norwegian projects for IT students. NIK: Norsk Informatikkonferanse.
- (2018) Software Startup Engineering: A Systematic Mapping Study. Journal of Systems and Software. vol. 144.
- (2018) From players to makers: An empirical examination of factors that affect creative game development. International Journal of Child-Computer Interaction. vol. 18.
- (2018) Ontology-Based Domain Analysis for Model Driven Pervasive Game Development. Information. vol. 9 (5).
- (2018) Discovering children's competences in coding through the analysis of Scratch projects. IEEE Global Engineering Education Conference, EDUCON. vol. 2018-April.
- (2017) Identifying Dropout Factors in Information Technology Education: A Case Study. IEEE Global Engineering Education Conference, EDUCON.
- (2017) Gamifying informal learning activities using interactive displays: an empirical investigation of students’ learning and engagement. Smart Learning Environments. vol. 4 (2).
- (2017) Women and computer games (workshops and tutorials). Lecture Notes in Computer Science. vol. 10507 LNCS.
- (2017) Reviewing the affordances of tangible programming languages: Implications for design and practice. IEEE Global Engineering Education Conference, EDUCON.
- (2017) Mobile learning adoption through the lens of complexity theory and fsQCA. IEEE Global Engineering Education Conference, EDUCON.
- (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.