danceON: Culturally Responsive Creative Computing | 0 | 0.34 | 2021 |
When Wrong is Right: The Instructional Power of Multiple Conceptions | 0 | 0.34 | 2021 |
Reconceptualizing Legitimate and Generative Learning Experiences in Sports and Technology. | 0 | 0.34 | 2020 |
Making changes - Counteracting Latina Young Women's Negative STEM Experiences Through Culturally Responsive Physical Computing. | 0 | 0.34 | 2020 |
Youth Learning Machine Learning through Building Models of Athletic Moves | 1 | 0.37 | 2019 |
Sports and machine learning: how young people can use data from their own bodies to learn about machine learning | 0 | 0.34 | 2019 |
Introduction to the Special Section: Launching an Agenda for Research on Learning Machine Learning. | 0 | 0.34 | 2019 |
ARcadia: A Rapid Prototyping Platform for Real-time Tangible Interfaces. | 1 | 0.35 | 2018 |
Pre-service Teachers' Perspectives on Computer Science Education Within an Equity-Oriented Teacher Education Program. | 0 | 0.34 | 2018 |
How machine learning impacts the undergraduate computing curriculum. | 0 | 0.34 | 2018 |
Teachers' Values in Co-Design of an Art-Science-Computation Unit. | 0 | 0.34 | 2018 |
BlockyTalky: New programmable tools to enable students’ learning networks | 0 | 0.34 | 2018 |
Growing Their Own: Legitimate Peripheral Participation for Computational Learning in an Online Fandom Community. | 4 | 0.41 | 2017 |
Tangible distributed computer music for youth | 5 | 0.54 | 2017 |
Beyond blocks: syntax and semantics. | 5 | 0.49 | 2016 |
Negotiating Academic Communities - Narratives of Life-long Learners. | 0 | 0.34 | 2016 |
The growth of computing education doctoral research. | 0 | 0.34 | 2016 |
BlockyTalky - A Physical and Distributed Computer Music Toolkit for Kids. | 0 | 0.34 | 2016 |
How Do We Assess Equity in Programming Pairs? | 0 | 0.34 | 2016 |
K12 CS Teaching Methods Courses (Abstract Only) | 0 | 0.34 | 2015 |
Using Distributed Cognition Theory to Analyze Collaborative Computer Science Learning | 7 | 0.63 | 2015 |
Designing futures for peer-to-peer learning @ CSCW | 1 | 0.36 | 2014 |
The Discourse of Creative Problem Solving in Childhood Engineering Education. | 0 | 0.34 | 2014 |
Combining Video Games and Constructionist Design to Support Deep Learning in Play | 0 | 0.34 | 2014 |
Collaborative spatial classification | 1 | 0.35 | 2014 |
Metaphors we teach by | 4 | 0.66 | 2014 |
Gameplay as Assessment: Analyzing Event-Stream Player Data and Learning Using GBA (A Game-Based Assessment Model). | 0 | 0.34 | 2013 |
Studio K: Tools for Game Design and Computational Thinking. | 0 | 0.34 | 2013 |
CSCW and education: viewing education as a site of work practice | 1 | 0.43 | 2013 |
CyberSTEM: Making Discovery Visible Through Digital Games. | 0 | 0.34 | 2013 |
Ethics for Design-Based Research on Online Social Networks. | 0 | 0.34 | 2013 |
Augmented Reality Games - Place-based Digital Learning. | 0 | 0.34 | 2011 |
Interactive Representations of Student Activity to Inform Teacher Collaborations - Results from a Formative Exploration. | 0 | 0.34 | 2011 |
Understanding formative instruction by design | 0 | 0.34 | 2010 |
SPACE: online tools for supporting formative instruction | 0 | 0.34 | 2008 |
Computational Infrastructures for School Improvement: A Way to Move Forward | 0 | 0.34 | 2008 |
ActiveCampus: Experiments in Community-Oriented Ubiquitous Computing | 145 | 21.36 | 2004 |
User activity histories | 0 | 0.34 | 2002 |