R. Noel-beyers, Nurturing Creativity and Innovation Through FabKids: A Case Study, Journal of Science Education and Technology, vol.19, pp.447-455, 2010.

S. Cuendet, P. Jermann, and P. Dillenbourg, Tangible Interfaces: When Physical-virtual Coupling May Be Detrimental to Learning, Proc. of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers, pp.49-58, 2012.

M. Divitini, M. N. Giannakos, S. Mora, S. Papavlasopoulou, and O. S. Iversen, Make2Learn with IoT: Engaging Children into Joyful Design and Making of Interactive Connected Objects, pp.757-760, 2017.

A. Druin, The role of children in the design of new technology, Behaviour & Information Technology, vol.21, pp.1-25, 2002.

M. Fan, A. N. Antle, and E. S. Cramer, Design Rationale: Opportunities and Recommendations for Tangible Reading Systems for Children, Proceedings of the The 15th International Conference on Interaction Design and Children, pp.101-112, 2016.

M. N. Giannakos and M. Divitini, Making As a Pathway to Foster Joyful Engagement and Creativity in Learning, Proceedings of the The 15th International Conference on Interaction Design and Children, pp.731-735, 2016.
URL : https://hal.archives-ouvertes.fr/hal-01758432

O. Sejer-iversen, R. C. Smith, and C. Dindler, Child As Protagonist: Expanding the Role of Children in Participatory Design, pp.27-37, 2017.

B. Yasmin and . Kafai, Children as designers, testers, and evaluators of educational software, The design of children's technology, pp.123-145, 1998.

V. Nesset and A. Large, Children in the information technology design process: A review of theories and their applications, Library & Information Science Research, vol.26, pp.140-161, 2004.

B. Roussel and S. Fleck, I, here's what I want you to make me!" (Lucie, age 9): participative design for the utilisability of tangible markers in school context. 27ème conférence francophone sur l'Interaction Homme-Machine, p.2, 2015.