Antti Knutas

According to our database1, Antti Knutas authored at least 54 papers between 2013 and 2020.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Bibliography

2020
Improving the quality of teaching by utilising written student feedback: A streamlined process.
Comput. Educ., 2020

What prevents finnish women from applying to software engineering roles?: a preliminary analysis of survey data.
Proceedings of the ICSE-SEET 2020: 42nd International Conference on Software Engineering, Software Engineering Education and Training, Seoul, South Korea, 27 June, 2020

2019
Gamification.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

A process for designing algorithm-based personalized gamification.
Multim. Tools Appl., 2019

Computer-Supported Collaborative Learning in Software Engineering Education: A Systematic Mapping Study.
CoRR, 2019

Understanding the adoption of quantified self-tracking wearable devices in the organization environment: an empirical case study.
Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2019

Designing Early Testing Course Curricula with Activities Matching the V-Model Phases.
Proceedings of the 42nd International Convention on Information and Communication Technology, 2019

Distinguishing the Themes Emerging from Masses of Open Student Feedback.
Proceedings of the 42nd International Convention on Information and Communication Technology, 2019

Constructive Alignment of Web Programming Assignments and Automated Assessment with Unit Testing.
Proceedings of the Koli Calling '19: 19th Koli Calling International Conference on Computing Education Research, 2019

The Effect of Civic Knowledge and Attitudes on CS Student Work Preferences.
Proceedings of the Koli Calling '19: 19th Koli Calling International Conference on Computing Education Research, 2019

Software engineering in civic tech a case study about code for Ireland.
Proceedings of the 41st International Conference on Software Engineering: Software Engineering in Society, 2019

Code camps and hackathons in education - literature review and lessons learned.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Exploring the connection between gamification and student engagement in computer-supported collaboration.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019

Analysis of Advertising in E-Sports Broadcasts.
Proceedings of 3rd Workshop on Games-Human Interaction (GHItaly19) in conjunction with CHITALY 2019, 2019

Civic Data Literacies for Bottom-up Data Innovation.
Proceedings of the 9th International Conference on Communities & Technologies, 2019

2018
Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games.
Simul. Model. Pract. Theory, 2018

Publication trends in gamification: A systematic mapping study.
Comput. Sci. Rev., 2018

Software testing: Survey of the industry practices.
Proceedings of the 41st International Convention on Information and Communication Technology, 2018

Aligning Software Testing Activities to V-Model Phases.
Proceedings of the 18th Koli Calling International Conference on Computing Education Research, 2018

Guidelines for software testing education objectives from industry practices with a constructive alignment approach.
Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, 2018

Predicting academic performance: a systematic literature review.
Proceedings of the Proceedings Companion of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, 2018

Taxonomizing features and methods for identifying at-risk students in computing courses.
Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, 2018

Hackathons in software engineering education: lessons learned from a decade of events.
Proceedings of the 2nd International Workshop on Software Engineering Education for Millennials, 2018

Security In The Internet Of Things - A Systematic Mapping Study.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Categorization Framework for Usability Issues of Smartwatches and Pedometers for the Older Adults.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Technologies, and Users, 2018

The Role of Gamification in Participatory Environmental Sensing: A Study In the Wild.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

The Impact of Gamification on Socio-technical Communities: A Case for Network Analysis.
Proceedings of 2nd Workshop on Games-Human Interaction (GHItaly 2018) co-located with AVI 2018, 2018

2017
Plagiarism networks: finding instances of copied answers in an online introductory programming environment.
Proceedings of the 17th Koli Calling Conference on Computing Education Research, 2017

Classifying the nature of lecturer intervention on computer science student behaviour.
Proceedings of the 17th Koli Calling Conference on Computing Education Research, 2017

Understanding the Effects of Lecturer Intervention on Computer Science Student Behaviour.
Proceedings of the 2017 ITiCSE Working Group Reports, 2017

Understanding the Effects of Lecturer Intervention on Computer Science Student Behaviour.
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, 2017

Discovering Indicators of Commitment in Computer-Supported Collaborative Student Teams.
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, 2017

Intended use of smartwatches and pedometers in the university environment: an empirical analysis.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017

Crossing the Borders and the Cultural Gaps for Educating PhDs in Software Engineering.
Proceedings of the 30th IEEE Conference on Software Engineering Education and Training, 2017

What Should Application Developers Understand about Mobile Phone Position Data.
Proceedings of the 18th International Conference on Computer Systems and Technologies, 2017

Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments.
Proceedings of the 1st Workshop on Games-Human Interaction (GHITALY 2017) co-located with CHItaly 2017, 2017

Learning System User Interface Preferences: An Exploratory Survey.
Proceedings of the Doctoral Consortium, 2017

The Role and Impact of Descriptive Theories in Creating Knowledge in Design Science.
Proceedings of the Computer-Human Interaction Research and Applications, 2017

A Meta-Level Design Science Process for Integrating Stakeholder Needs - Demonstrated for Smart City Services.
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017

2016
Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design.
Int. J. Hum. Cap. Inf. Technol. Prof., 2016

Cloud-based Patent and Paper Analysis Tool for Comparative Analysis of Research.
Proceedings of the 17th International Conference on Computer Systems and Technologies, 2016

The Flipped Classroom Method: Lessons Learned from Flipping Two Programming Courses.
Proceedings of the 17th International Conference on Computer Systems and Technologies, 2016

Issues on Developing a Location Aware Game for Mobile Browsers.
Proceedings of the 17th International Conference on Computer Systems and Technologies, 2016

2015
Is the world ready or do we need more tools for programming related teamwork?
Proceedings of the 15th Koli Calling Conference on Computing Education Research, 2015

Teaching programming with flipped classroom method: a study from two programming courses.
Proceedings of the 15th Koli Calling Conference on Computing Education Research, 2015

Cloud-based bibliometric analysis service for systematic mapping studies.
Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015

Automated social network analysis of online student collaboration activity.
Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015

Linking physical activities and video games.
Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015

2014
A study of collaborative tool use in collaborative learning processes.
Proceedings of the 14th Koli Calling International Conference on Computing Education Research, 2014

Increasing collaborative communications in a programming course with gamification: a case study.
Proceedings of the 15th International Conference on Computer Systems and Technologies, 2014

Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration.
Proceedings of the 15th International Conference on Computer Systems and Technologies, 2014

2013
Use of embedded RFID tags in concrete element supply chains.
J. Inf. Technol. Constr., 2013

Implementation of an embedded mobile device based feedback system for real-time audience feedback.
Comput. Appl. Eng. Educ., 2013

Communication patterns in collaborative software engineering courses: a case for computer-supported collaboration.
Proceedings of the 13th Koli Calling International Conference on Computing Education Research, 2013


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