271 results on '"Iversen, Ole Sejer"'
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2. Onboarding new talent to Child–Computer Interaction research: Teaching a tasting menu of CCI as an elective research subject
3. A Participatory Design Approach to Sustaining Makerspace Initiatives
4. A research agenda for computational empowerment for emerging technology education
5. DORIT: An analytical model for computational empowerment in K-9 education
6. From Primary Education to Premium Workforce: Drawing on K-12 Approaches for Developing AI Literacy
7. Computational empowerment in practice: Scaffolding teenagers’ learning about emerging technologies and their ethical and societal impact
8. Computational Empowerment
9. Cultivating Creativity in Computing Education: A Missed Opportunity?
10. Understanding Design Literacy in Middle-School Education: Assessing Students' Stances towards Inquiry
11. Computational Empowerment and children: Expanding empowerment, agency and participation in computation
12. FUBImethod: Strategies to engage children in the co-design of Full-Body interactive experiences
13. Technology Comprehension — Combining computing, design, and societal reflection as a national subject
14. Co-designing sustainable practices for emerging technologies education
15. Digital teknologiforståelse i grundskolen og gymnasiet
16. Understanding design literacy in middle-school education: assessing students’ stances towards inquiry
17. Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making
18. Articulations on form properties and action-function couplings of maker technologies in children’s education
19. Five Design Recommendations for Teaching Teenagers’ about Artificial Intelligence and Machine Learning
20. Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
21. Developing Participatory Methods to Consider the Ethics of Emerging Technologies for Children
22. Developing Participatory Methods to Consider the Ethics of Emerging Technologies for Children (Extended Abstract)
23. Design thinking for digital fabrication in education
24. In pursuit of rigour and accountability in participatory design
25. Empowerment gennem computationel tænkning: En undersøgelse af den eksisterende litteratur
26. Teaching Technical and Societal Aspects of IoT - A case study using the Orbit IoT Kit
27. Co-Designing Sustainable Practices for Emerging Technologies Education
28. Fiction-based learning about Emerging Technologies in K-12 education: Facial recognition on Future Earth
29. Diversity in Emerging Technology Education: Enabling learning about AI for All Students by considering their individual learning path
30. Special Issue on Computational Empowerment and Children
31. Onboarding new talent to Child-Computer Interaction research: Teaching a Tasting Menu of CCI as an Elective Research Subject
32. Tying Knots: Participatory Infrastructuring at Work
33. Empowerment through computational thinking: A literature survey
34. The ReflecTable: Bridging the Gap between Theory and Practice in Design Education
35. CoTinker: Designing a Cross-device Collaboration Tool to Support Computational Thinking in Remote Group Work in High School Biology
36. Emerging Technologies in K–12 Education: A Future HCI Research Agenda
37. CoTinker: Designing a Cross-device Collaboration Tool to Support Computational Thinking in Remote Group Work in High School Biology
38. Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments
39. Dressing up for school work: Supporting a collaborative environment with heterogeneous technologies
40. Emerging Technologies in K–12 Education: A Future HCI Research Agenda.
41. Uddannelsesfolk: Danmark har mistet sin digitale førertrøje
42. Computational Thinking through Tangible Play: Understanding Social Dialogues in Children's Learning
43. Supporting Critical Data Literacy in K-9 Education: Three Principles for Enriching Pupils’ Relationship to Data
44. Understanding teenagers’ motivation in participatory design
45. A Utopian agenda in child–computer interaction
46. CoTinker - A Toolkit for Supporting Computational Thinking and Collaboration in High School Education.
47. Participatory Design
48. Principles for Teenagers’ Learning About Emerging Technologies and Their Societal Impact: Machine Learning and Augmented Reality in K-12 Education
49. Vi har brug for et folkeskolefag, der hedder teknologiforståelse
50. Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
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