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1. Appraisal of a Random Bit Generator Utilizing Smartphone Sensors as Entropy Source

2. Bridging the Gap: A Computer Science Pre-MOOC for First Semester Students

3. The Magic Word: A Coding Tutorial-Game to Engage Female Teenagers in App Design

4. Unravelling the Numerical and Spatial Underpinnings of Computational Thinking: A Pre-Registered Replication Study

5. 'Computer Science for all': Concepts to engage teenagers and non-CS students in technology

6. Girls Create Games: Lessons Learned

7. A Customised App to Attract Female Teenagers to Coding

8. Female Students in Computer Science Education: Understanding Stereotypes, Negative Impacts, and Positive Motivation

9. Rock bottom, the world, the sky: Catrobat, an extremely large-scale and long-term visual coding project relying purely on smartphones

10. Pocket Code: a mobile app for game jams to facilitate classroom learning through game creation

11. The role of game jams in developing informal learning of computational thinking: a cross-european case study

12. Game Development-Based Learning Experience: Gender Differences in Game Design

13. Female Teenagers and Coding: Create Gender Sensitive and Creative Learning Environments

14. Evaluation of Game Templates to support Programming Activities in Schools

15. Pocket Game Jams: a Constructionist Approach at Schools

16. App creation in schools for different curricula subjects - lesson learned

17. Game Design with Pocket Code: Providing a Constructionist Environment for Girls in the School Context

19. 'RemoteMentor' Evaluation of Interactions Between Teenage Girls, Remote Tutors, and Coding Activities in School Lessons

20. Making & more: gemeinsam Lernen gestalten

21. Vom Smartphone zum Stoff: Mobile Stickprogrammierung: Verbesserung des Arbeitsablaufs für Maker Education zur Reduzierung von Einstiegshürden in MINKT

22. Visual Programming for Human Detection Using FaceNet in Pocket Code.

23. On-Device Neural Network for Object Train and Recognition using Mobile.

24. Introducing Agile Product Owners in a FLOSS Project

25. A Scratch-like visual programming system for Microsoft Windows Phone 8

26. Advanced Personnel Vetting Techniques in Critical Multi-Tennant Hosted Computing Environments

28. Standing on the Shoulders of Their Peers: Success Factors for Massive Cooperation Among Children Creating Open Source Animations and Games on Their Smartphones

29. Catroid: A Mobile Visual Programming System for Children

30. Functional Magnetic Resonance Imaging and the Challenge of Balancing Human Security with State Security

31. Designing, Coding and Embroidering: A Workflow for Gender-Sensitive and Interdisciplinary Teaching.

32. Incidental Data: A Survey towards Awareness on Privacy-Compromising Data Incidentally Shared on Social Media.

33. On some winning strategies for the Iterated Prisoner's Dilemma or Mr. Nice Guy and the Cosa Nostra

34. Measuring Usability of the Mobile Learning App for the Children

35. On the Computational Complexity of the Forcing Chromatic Number

36. On the Lengths of Symmetry Breaking-Preserving Games on Graphs

37. A Symmetric Strategy in Graph Avoidance Games

38. Efficient generation of rotating workforce schedules

39. Graph Ramsey games

40. A reusable iterative optimization software library to solve combinatorial problems with approximate reasoning

42. Scaling and Internationalizing an Agile FOSS Project: Lessons Learned

43. Inclusive Gaming Creation by Design in Formal Learning Environments: 'Girly-Girls' User Group in No One Left Behind

46. Zeitschrift für Hochschulentwicklung / Two-Year Progress of Pilot Research Activities in Teaching Digital Thinking Project (TDT)

47. Two-Year Progress of Pilot Research Activities in Teaching Digital Thinking Project (TDT)

49. Automated Test Case Generation in End-User Programming

50. Making Apps Useable on Multiple Different Mobile Platforms: On Interoperability for Business Application Development on Smartphones

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