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153 results

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1. White Paper: Bridging the gap between human and animal surveillance data, antibiotic policy and stewardship in the hospital sector—practical guidance from the JPIAMR ARCH and COMBACTE-MAGNET EPI-Net networks

2. Paper ladder

3. Paper Pocket Pets - Making wearable interactive toys

4. The 'Chaos' Pattern in Piaget's Theory of Cognitive Development.

5. Connecting Generations: Developing Co-Design Methods for Older Adults and Children

6. Are We There Yet?

7. Computer Skills Development by Children Using 'Hole in the Wall' Facilities in Rural India

8. Computer Literacy and Children.

9. Clinical Pearl: The Clinical Relevance of Neonatal Informatics.

10. The Impact of Computerization on Children's Toys and Games.

11. Impact of Computer Technology on the Child in a Narcissistic Culture.

12. Assessing Children's Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach

13. Application of Inertial Measurement Units and Machine Learning Classification in Cerebral Palsy: Randomized Controlled Trial

14. Designing an Indoor Air Quality Monitoring App for Asthma Management in Children: User-Centered Design Approach

15. Development of the Czech Childhood Cancer Information System: Data Analysis and Interactive Visualization

16. The Table to Tablet (T2T) Speech and Language Therapy Software Development Roadmap

17. Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process

18. TOK : a tangible interface for storytelling

19. Computer science (CS) in the compulsory education curriculum : Implications for future research.

20. Extending Value Sensitive Design to Off-the-Shelf Technology: Lessons Learned from a Local Intercultural Computer Club.

22. Tangible interaction and learning: the case for a hybrid approach.

23. Reflection and awareness in the design process: children ideating, programming and prototyping smart objects

24. VIC — A Tangible User Interface to train memory skills in children with Intellectual Disability

25. 'The concept of learning goals will always be in my head' - Aligning and Applying Learning Goals in Participatory Design in a School Context

26. Turn taking with turn-talk in group

27. Co-Op World: Adaptive computer game for supporting child psychotherapy

28. Smart buckets

29. Communicating the complexity of children’s needs and aspirations to the designers of info-graphics

30. 1x1 Trainer with Handwriting Recognition

31. Computer science club for girls and boys – a survey study on gender differences.

32. NTC (NIKOLA TESLA CENTER) CAMP AND INFORMATION AND COMMUNICATION TECHNOLOGIES – KIDS EVALUATION OF INNOVATIVE LEARNING TECHNIQUES

33. Assessing the graphic questionnaire used in digital literacy training

34. Wearable and mobile sensors connected to social media in human well-being applications

35. 'Let's Build our Family Tree!': Grandparents and Grandchildren Using Tablets Together

36. Safety services for children: a wearable sensor vest with wireless charging

37. Achievement Emotions and Peer Acceptance Get Together in Game Design at School

38. The can-do girl goes to coding camp: a discourse analysis of news reports on coding initiatives designed for girls.

39. Smart toys designed for detecting developmental delays

40. Editorial: the evolving field of tangible interaction for children : the challenge of empirical validation

41. t-stories

42. A long-term field study on the adoption of smartphones by children in Panama

43. User eXperience Laddering with preschoolers: unveiling attributes and benefits of cuddly toy interfaces

44. ISSUES IN THE TEACHING AND LEARNING OF CHILDREN'S LITERATURE IN MALAYSIA

45. Vertical selection in the information domain of children

46. FACIT PD: A Framework for Analysis and Creation of Intergenerational Techniques for Participatory Design

47. Making of Mobile SunSmart: Co-designing a Just-in-Time Sun Protection Intervention for Children and Parents

48. DisCo

49. Group interaction on interactive multi-touch tables by children in India

50. FeetUp: A Playful Accessory to Practice Social Skills through Free-Play Experiences