Krause-Jensen, J., Nyquist, J., Finn, M., Jensen, Ø., Frederiksen, C. (red.), Grøholdt, H. & Osiecka, E. (2024).
Periodisk evaluering av bachelorprogrammet og årsstudiet i sosialantropologi ved NTNU i Trondheim. Institutt for sosialantropologi.
Schilhab, T. & Groth, C. (2024).
Preface. I
Embodied Learning and Teaching Using the 4E Cognition Approach: Exploring Perspectives in Teaching Practices (s. xv). Taylor and Francis Group.
Gammon, A., Zolyomi, A., Wong, R. Y.
, Eriksson, E., Jensen, C. G.
& Nørgård, R. T. (2024).
Teaching responsible engineering and design through Value-Sensitive Design. I
The Routledge International Handbook of Engineering Ethics Education (s. 392-408). Routledge.
https://doi.org/10.4324/9781003464259-27
Billieux, J., Bloch, J., Rochat, L., Fournier, L., Eben, C., Khazaal, Y., Simon, O.
, Andersen, M., King, D. L.
& Lieberoth, A. (2023).
Can playing Dungeons and Dragons be good for you? Tabletop role-playing games to mitigate social anxiety and reduce problematic gaming. Oral communication at the 8th International Conference on Behavioral Addictions (ICBA).
Journal of Behavioral Addictions,
12(Supplement-1).
https://doi.org/10.1556/2006.2023.00800
Winther, I. W., Kousholt, D., Jordt Jørgensen, N.
, Clemensen, N. & Dannesboe, K. I. (2023).
”Det er som at vente på et tog, der bliver ved med at være forsinket”: Coronatid fra et ungeperspektiv.
Nordiske Udkast,
51(1), 31-54.
https://doi.org/10.7146/nu.v51i1.140348
Billieux, J., Bloch, J., Rochat, L., Fournier, L., Georgieva, I., Eben, C., Khazaal, Y., Simon, O.
, Andersen, M., King, D. L.
& Lieberoth, A. (2023).
Du jeu « online » au jeu « offline » - Un programme pilote pour réduire l’usage excessif des jeux vidéo. Abstract fra 18èmes journées scientifiques du Groupe de Réflexion en Psychopathologie Cognitive (GREPACO), Louvain-La-Neuve, Belgien.