EXcITEd

Publications

This section focuses only on publications specifically related to IT education.

  • Giannakos, Michail; Divitini, Monica; Ole Sejer, Iversen: Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making. Entertainment Computing, 21:77-81, 2017.
  • Kostaris, Christoforos; Stylianos, Sergis; Sampson, Demetrios G.; Giannakos, Michail; Pelliccione, Lina: Investigating the potential of the flipped classroom model in K-12 ICT teaching and learning: An action research study. Educational Technology & Society 20(1):261-273, 2017.
  • Pammer, Viktoria; Krogstie, Birgit Rognebakke; Prilla, Michael: Let's talk about reflection at work. International Journal of Technology Enhanced Learning, 9(2-3):151-168, 2017.
  • Pappas, Ilias; Giannakos, Michail; Jaccheri, Maria Letizia; Sampson, Demetrios G: Assessing Student Behavior in Computer Science Education with an fsQCA Approach: The Role of Gains and Barriers. ACM Transactions on Computing Education, 17(2):10, 2017.
  • Pappas, Ilias; Giannakos, Michail; Mikalef, Patrik: Investigating students’ use and adoption of with-video assignments: lessons learnt for video-based open educational resources. Journal of Computing in Higher Education, 29(1):160-177, 2017.
  • Pappas, Ilias; Giannakos, Michail; Sampson, Demetrios: Fuzzy set analysis as a means to understand users of 21st-century learning systems: The case of mobile learning and reflections on learning analytics research. Computers in Human Behavior, (corrected proof, available online), 2017.Giannakos, M. N.,
  • Aalberg, T., Divitini, M., Jaccheri, L., Mikalef, P., Pappas, I. O., & Sindre, G. (2017, April). Identifying dropout factors in information technology education: A case study. In Global Engineering Education Conference (EDUCON), 2017 IEEE (pp. 1187-1194). IEEE.
  • Giannakos, M. N., Pappas, I. O., & Mikalef, P. (2017, November). The Role of Contemporary Skills in Information Technology Professionals: An FsQCA Approach. In Conference on e-Business, e-Services and e-Society (pp. 485-496). Springer, Cham
  • Hameed, Ibrahim; Elhoushy, Mohamad; Osen, Ottar: Interval type-2 fuzzy logic systems for evaluating students' academic performance. In International Conference in Computer Supported Education, Springer Communications in Computer and Information Science 2017 (1865-0929) Vol. 739, s. 420-441
  • Kolås, Line : Learning through construction – a roller coaster ride of academic emotions? CSERC 2017 - Computer Science Education Research Conference, 2017
  • Kolås, Line ; Munkvold, Robin Isfold ; Nygård, Ståle André : Learning through construction in IT courses. NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, vol. 25 (1), 2017.
  • Krogstie, Birgit Rognebakke : Faglæreres bruk av næringslivsnettverk i høyere IT-utdanning. NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, 2017.                  
  • Lorås, Madeleine Aurora : The gamified learning environment - pedagogical possibilities and pitfalls.  NIK: Norsk Informatikkonferanse, ISSN 1892-0713, 2017.
  • Mangaroska, Katerina ; Giannakos, Michail : Learning Analytics for Learning Design: Towards Evidence-Driven Decisions to Enhance Learning. In European Conference on Technology Enhanced Learning, Lecture Notes in Computer Science, vol. 10474, pp. 428-433.
  • Mavroudi, Anna ; Divitini, Monica : A case of career consultancy in STEM for youths. In European Conference on Technology Enhanced Learning. Lecture Notes in Computer Science, vol. 10474, pp. 571-575
  • Mavroudi, Anna ; Economides, Anastasios; Fragkou, Olga; Nikou, Stavros; Divitini, Monica ; Giannakos, Michail ; Kameas, Achilles: Motivating students with Mobiles, Ubiquitous applications and the Internet of Things for STEM (MUMI4STEM). IEEE Global Engineering Education Conference, EDUCON 2017, ISSN 2165-9559, pp. 37-38
  • Munkvold, Robin Isfold : Game lab – a practical learning approach for Game Development. Proceedings of the ... European conference on games-based learning, ISSN 2049-0992, pp. 472-479, 2017.
  • Osen, Ottar; Bye, Robin T., Reflections on Teaching Electrical and Computer Engineering Courses at the Bachelor Level. Proceedings of the 9th International Conference on Computer Supported Education (CSEDU’17). SciTePress (978-989-758-240-0), pp. 57-68, 2017.
  • Papavlasopoulou, Sofia; Giannakos, Michail ; Jaccheri, Maria Letizia : Reviewing the affordances of tangible programming languages: Implications for design and practice. IEEE Global Engineering Education Conference, EDUCON, ISSN 2165-9559, pp. 1811-1816, 2017.
  • Pappas, Ilias ; Cetusic, Luka ; Giannakos, Michail ; Jaccheri, Maria Letizia: Mobile learning adoption through the lens of complexity theory and fsQCA. IEEE Global Engineering Education Conference, EDUCON, ISSN 2165-9559, pp. 536-541, 2017.
  • Serussi, Sarah ; Divitini, Monica : Girls and Computing in Lower Secondary Education: The surprisingly unsurprising results of a Norwegian exploratory study, NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, vol. 25 (1), 2017.
  • Sigurðardóttir, Helga Dís Ísfold ; Sørenssen, Ingvild Kvale : Learning Like a Movie Star: Teacher’s Views on the Learning Potential of the Online Gaming and Social Community MovieStarPlanet. Proceedings of the ... European conference on games-based learning, ISSN 2049-0992, pp. 585-592, 2017.
  • Sindre, Guttorm : An analysis of student app ideas for improving university education. NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, vol. 25 (1), 2017.
  • Giannakos, M. N., Krogstie, J., & Aalberg, T. (2016). Video-Based Learning Ecosystem to Support Active Learning: Application to an Introductory Computer Science Course. In Smart Learning Environments Journal, Springer.
  • Giannakos, M. N., Jaccheri, L., & Leftheriotis, I. (2014). Happy Girls Engaging with Technology: Assessing Emotions and Engagement Related to Programming Activities. In Learning and Collaboration Technologies. Designing and Developing Novel Learning Experiences (pp. 398-409). Springer International Publishing. (link)
  • Giannakos, M. N., Jaccheri, L., & Proto, R. (2013). Teaching computer science to young children through creativity: Lessons learned from the case of Norway. In Proceedings of the 3rd Computer Science Education Research Conference on Computer Science Education Research (pp. 103-111). (link)
  • Giannakos, M. N., & Jaccheri, L. (2013). What motivates children to become creators of digital enriched artifacts?. In Proceedings of the 9th ACM Conference on Creativity & Cognition (pp. 104-113). ACM. (link)
  • Karlsen, Anniken; Bye, Robin (2015): Konkurranse som driver for læring – Erfaringer fra et emne i dataingeniørstudiet. Norsk konferanse for organisasjoners bruk av informasjons-teknologi, NOKOBIT proceedings, Vol. 23, No. 1. Open Access System, bibsys. ISSN: 1894-7719.
  • Karlsen, Anniken; Kristiansen Helge Tor (2014): Undervisningsrefleksjoner fra et konkurranseprosjekt i samarbeid med næringslivsaktør. Norsk konferanse for organisasjoners bruk av informasjonsteknologi (NOKOBIT). Open Access at http://obj.bibsys.no/index.php/ NOKOBIT/index
  • Giannakos, M. N., Jaccheri, L., & Morasca, S. (2013). An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes. In Entertainment Computing–ICEC 2013 (pp. 3-8). Springer Berlin Heidelberg. (link)
  • Wang, A. I. (2011). Extensive evaluation of using a game project in a software architecture course. ACM Transactions on Computing Education (TOCE),11(1), 5. (link)
  • Sindre, G., Natvig, L., & Jahre, M. (2009). Experimental validation of the learning effect for a pedagogical game on computer fundamentals. Education, IEEE Transactions on, 52(1), 10-18. (link)
  • Krogstie, B. R., & Divitini, M. (2009). Shared timeline and individual experience: Supporting retrospective reflection in student software engineering teams. In Software Engineering Education and Training, 2009. CSEET’09. 22nd Conference on (pp. 85-92). IEEE. (link)
  • Natvig, L., Sindre, G., & Djupdal, A. (2009). A compulsory yet motivating question/answer game to teach computer fundamentals. Computer Applications in Engineering Education, 17(2), 167-179. (link)
  • Jaccheri, L., & Sindre, G. (2007). Software engineering students meet interdisciplinary project work and art. In Information Visualization, 2007. IV’07. 11th International Conference (pp. 925-934). IEEE. (link)
  • Sindre, G. (2005). Teaching oral communication techniques in RE by student-student role play: Initial experiences. In Software Engineering Education & Training, 18th Conference on (pp. 85-92). IEEE. (link)
  • Sindre, G., Moody, D. L., Brasethvik, T., & Solvberg, A. (2003). Introducing peer review in an IS analysis course. Journal of Information Systems Education, 14(1), 101. (link)
  • Moody, D. L., & Sindre, G. (2003). Incorporating quality assurance processes into requirements analysis education. In ACM SIGCSE Bulletin (Vol. 35, No. 3, pp. 74-78). ACM. (link)
  • Sindre, G., Moody, D., Brasethvik, T., & Sølvberg, A. (2003). Students’ Peer Review in Modelling Exercises. In Proc. Informing Science+ Information Technology Education Joint Conference (InSITE 2003), (pp. 24-27). (link)
  • Moody, D. L., & Sindre, G. (2003). Evaluating the effectiveness of learning interventions: an information systems case study. In Proc. 11th European Conference on Information System (ECIS 2003), Proceedings, 80. (link)
  • Sindre, G., Line, S., & Valvåg, O. V. (2003). Positive experiences with an open project assignment in an introductory programming course. In Proceedings of the 25th International Conference on Software Engineering (pp. 608-613). IEEE Computer Society.  (link)
  • Sindre, G., Stålhane, T., Brataas, G., & Conradi, R. (2003). The cross-course software engineering project at the NTNU: four years of experience. In Software Engineering Education and Training, (CSEE&T 2003). Proceedings. 16th Conference on (pp. 251-258). IEEE. (link)
  • Moody, D. L., & Sindre, G. (2003). The Learning Effectiveness Survey (LES): An instrument for evaluating and improving the effectiveness of learning interventions. In Hawaii International Conference on Education, Waikiki (pp. 7-10).
  • Andersen, R., Conradi, R., Krogstie, J., Sindre, G., & Sølvberg, A. (1994). Project courses at the NTH: 20 years of experience. In Software Engineering Education (pp. 177-188). Springer Berlin Heidelberg. (link)
  • Krogstie, J., & Sindre, G. (1993). Introducing social and ethical concern in the computer science curriculum: Why and how. In Proceedings of the 16th Conference on Informatics Research In Scandinavia (IRIS’16), Copenhagen, Denmark, August (pp. 7-10).  (link)
  • Sindre, G., Karlsson, E. A., & Stålhane, T. (1992). Software reuse in an educational perspective. In Software Engineering Education (pp. 99-114). Springer Berlin Heidelberg.  (link)

Partners

Contact

Guttorm Sindre
Centre Director
Guttorm Sindre
Birgit Krogstie
Centre Co-Director
Birgit Krogstie