Browsing NTNU Open by Author "Divitini, Monica"
Now showing items 61-80 of 148
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From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education
Jost, Patrick; Divitini, Monica (Chapter, 2021)Education is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, ... -
Game elicitation: exploring assistance in delayed-effect supply chain decision making
Jost, Patrick; Divitini, Monica (Chapter, 2020)Socio-technical systems are creating work environments that are data-driven and real-time oriented. While algorithms can assist in this complex environment, decision making still predominantly relies on humans. An inadequate ... -
Game-based learning design and evaluation: Towards better understanding and improvement
Tahir, Rabail (Doctoral theses at NTNU;2021:214, Doctoral thesis, 2021)In recent years, Game-based learning (GBL) has proliferated rapidly and is widely used in various fields to improve learning. Educational games can actively engage learners and meet individual learning situations, making ... -
Game-Based Learning for IoT: the Tiles inventor toolkit
Mavroudi, Anna; Divitini, Monica; Mora, Simone; Gianni, Francesco Valerio (Chapter, 2018)This paper presents a Game-Based Learning Design Pattern for designing Internet of Things (IoT) applications, as well as an instance of this particular pattern, namely the ‘Tiles inventor game’. This educational game has ... -
GDPR Staff Training in IT companies: A Game-Based Approach
Phan, Quynh Anh Nguyen; Phan, Truc Anh Nguyen (Master thesis, 2020)Personvernforordningen (GDPR) trådte i kraft mai 2018, og hadde som hovedformål å beskytte personvernet til EU- og EØS-borgere. Innføring av denne forordningen krevde at virksomheter som arbeider med personopplysninger med ... -
GDPR Staff Training in IT Companies: A Game-Based Approach
Phan, Quynh Anh Nguyen; Phan, Truc Anh Nguyen (Master thesis, 2020)Personvernforordningen (GDPR) trådte i kraft mai 2018, og hadde som hovedformål å beskytte personvernet til EU- og EØS-borgere. Innføring av denne forordningen krevde at virksomheter som arbeider med personopplysninger med ... -
GIRLS AND COMPUTING IN LOWER SECONDARY EDUCATION: The surprisingly unsurprising results of a Norwegian exploratory study
Serussi, Sarah; Divitini, Monica (Journal article; Peer reviewed, 2017)The low percentage of women pursuing Information Technology (IT) education is a concern in many countries worldwide. This exploratory study is motivated by the experimental introduction of an elective programming course ... -
How to create accessible Virtual Reality (VR) experiences to aid young job seekers with career guidance
Maikher, Robert Eric (Master thesis, 2021)Arbeidsledigheten blant unge i Norge har økt de siste tiårene. Det er kritisk at flest mulig unge kan bidra med arbeidskraft mens demografien i landet blir eldre. Et samarbeid var startet mellom NAV og IMTEL hos NTNU for ... -
How to Persuade Youths to Adopt a Healthy Behavior for a Period - A Design Guide
Tordly, Robin (Master thesis, 2015)Forskning på overbevisende systemer og design av slike systemer er i kontinuerlig behov, og det er ikke mange konseptuelle modeller tilgjengelige. Spesielt er det behov for overbevisende systemer for å få ungdommer til å ... -
Identifying Dropout Factors in Information Technology Education: A Case Study
Giannakos, Michail; Aalberg, Trond; Divitini, Monica; Jaccheri, Maria Letizia; Mikalef, Patrick; Pappas, Ilias; Sindre, Guttorm (Journal article, 2017)Educators and researchers have been working to understand the reasons that may be contributing to high dropout rates, and low rates of participation, by females in the computer and information sciences discipline. Along ... -
Implementing Game Mechanics for Crowdsourced Language Learning
Winther, Kristian (Master thesis, 2014)Mobile phones and other digital devices has become a big part of our everydaylives. We have stepped into a digital age where the amount of informationcontributed by us to the Internet has exploded. We are using applicationsand ... -
In-Service Teacher Training and Self-efficacy
Jørgen, Thorsnes; Rouhani, Majid; Divitini, Monica (Peer reviewed; Journal article, 2020)Programming is increasingly introduced in secondary schools, both as a stand-alone subject or integrated into other subjects, leading to growing attention to the training of in-service teachers. Teachers need to learn both ... -
Increasing IT Interest Among Girls in Secondary School: Lectures and Workshops
Serussi, Sarah (Master thesis, 2018)It is a well-known fact that women are underrepresented in both technology education and in the professional technology sector. As the technology is rapidly evolving, the world has a need for more engineers in the future, ... -
Infobits: a Crowdsourced Video Platform for Information Sharing among Refugees
Tisdall, William Vebjørn Hagen (Master thesis, 2018)Refugees and other migrants face many challenges while adapting to a new life context. In the process of resettling into a new society, accessing information is essential for learning about new cultures, languages, customs, ... -
Informative Websites: Increasing Burnout Awareness In IT Professionals
Halvorsen, Phajsi (Master thesis, 2023)På grunn av Norges høye sysselsettingsgrad og økende pensjonsalder, forventes dagens arbeidstakere å forbli i arbeidsstyrken lenger sammenlignet med tidligere generasjoner. Følgelig blir det avgjørende å belyse faktorene ... -
Interruption Management in ubiquitous collaborative environments: developing suitable interaction mechanisms for ASTRA
Subedi, Tara Nath (Master thesis, 2009)ASTRA is a project that aims at studying awareness systems that help people to feel in touch with family and friends even when they are away from their computers and the existing widespread tools of today (IM, skype, ... -
Introducing IoT Competencies to First-Year University Students With The Tiles Toolkit
Mora, Simone; Gianni, Francesco Valerio; Nichele, Stefano; Divitini, Monica (Chapter, 2018)Advances in the field of Internet of Things (IoT) are introducing innovations in multiple domains including smart cities, healthcare and transportation. An increasing number of jobs today require IoT competences that ... -
Investigating the Use of Immersive Virtual Reality for Fish Welfare Training and Awareness
Baugerud, Magnus (Master thesis, 2023)Fiskevelferd er et viktig tema i norsk akvakulturindustri. Oppslukende virtuell virkelighet har også blitt mer fremtredende som et redskap brukt for opplæring de siste årene, så denne oppgaven utforsker hvordan oppslukende ... -
IS supported service work: a case study of global certification
Berntsen, Kirsti Elisabeth (Doctoral Theses at NTNU, 1503-8181; 2011:137, Doctoral thesis, 2011)The thesis approaches the issue of IS support for service work, understood as distributed knowledge work taking place as a negotiation between diverse interests. It is based on an ethnographically inspired, longitudinal ... -
Learning from COVID-19 emergency remote teaching: A case study to compare pupil and teacher experiences
Lillebo, Miriam Størseth; Solum-Sjaavaag, Julie Adele (Master thesis, 2021)Den norske regjeringen besluttet den 12. mars 2020 å stenge alle skoler på grunn av COVID-19-pandemien. Skolestengingene førte til store forstyrrelser i de norske utdanningssystemene, da skolene ble tvunget til å finne ...