IT Education

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

  • 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)