- Innovative Human-Technology Interaction
- Information Systems Theories and Implementation
- Teaching and Learning Programming
- Gender and Technology in Education
- Green IT and Sustainability
- Innovative Approaches in Technology and Social Development
- Online and Blended Learning
- Interactive and Immersive Displays
- Career Development and Diversity
- Ethics and Social Impacts of AI
- Online Learning and Analytics
- Open Source Software Innovations
- Facilities and Workplace Management
- Technology Use by Older Adults
- Innovative Teaching Methods
- Innovations in Educational Methods
- Discourse Analysis in Language Studies
- Educational Games and Gamification
- E-Learning and Knowledge Management
- Assistive Technology in Communication and Mobility
- Digital Games and Media
- Educational Innovations and Technology
- Misinformation and Its Impacts
- Humor Studies and Applications
- Disability Education and Employment
University of Copenhagen
2022-2025
IT University of Copenhagen
2016-2018
The access needs of neurodivergent individuals in organizational settings are many and varied - so their everyday contributions to the creation collective access. In this study, we contribute growing body CSCW research on accessibility investigate invisible labor students three computer science institutions. We use an exploratory, multi-stakeholder approach, combining semi-structured interviews (n=26) document analysis. adopted a broad definition neurodiversity: our study included with...
This paper contributes to the growing literature on gender gap in computer science education by focusing an exploratory case study conducted at IT University of Copenhagen (ITU), Denmark. The specific objective this was draw existing research order empirically investigate main socio-cultural barriers female participation bachelor Software Development ITU, and generate insights that would inform concrete effective interventions. investigation takes form study, providing into influential...
In this exploratory case study we map the educational practice of teachers and students in a professional master Interaction Design. Through grounded analysis context describe reflect on: 1) use digital learning tools blended environment, 2) co-presence as an
We introduce DOREEN, a norm-critical story-telling game of provocations that displays women's invisible experiences in computing to challenge barriers inclusion. Following the principles intertextual design, we collected empirical narratives from past everyday women and embedded these within mechanics role-playing storytelling games. With DOREEN propose playful way exploring how gender roles, assumptions about computing, social dynamics shape experience students – reflect on with aim...