Background and activities
Letizia Jaccheri (Ph.D. from Politecnico di Torino, Italy) is Professor at the Department of Computer and Information Science.
Jaccheri's research is on: software engineering; entertainment computing; computational creativity; ICT-enabled social innovation.
|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 – 2019||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.
She is 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
- (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.
- (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.