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Nurturing Collaboration in an Undergraduate Computing Course with Robot-themed Team Training and Team Building., , , , and . CEP, page 5:1-5:4. ACM, (2019)Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam, and . CoRR, (2013)Managing Group Projects in Undergraduate Computing., , , and . ITiCSE (2), page 597-598. ACM, (2023)Integrating fantasy role-play into the programming lab: exploring the 'projective identity' hypothesis., and . SIGCSE, page 119-122. ACM, (2013)Game Development for Computer Science Education., , , , , , , , , and 1 other author(s). ITiCSE-WGR, page 23-44. ACM, (2016)If Memory Serves: Towards Designing and Evaluating a Game for Teaching Pointers to Undergraduate Students., , , , , , and . ITiCSE-WGR, page 25-46. ACM, (2017)Reliability in the Assessment of Program Quality by Teaching Assistants During Code Reviews., and . ITiCSE, page 346. ACM, (2015)On the Domain-Specificity of Mindsets: The Relationship Between Aptitude Beliefs and Programming Practice., and . IEEE Trans. Educ., 57 (3): 169-174 (2014)Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework., , and . Comput. Stand. Interfaces, (2015)Cross-Cultural Differences in Students' Intention to Use RSS Feeds between Lebanon and the United Kingdom: A Multi-Group Invariance Analysis Based on the Technology Acceptance Model., and . CoRR, (2015)