Reimagining and Co-designing with Youth an Hour of Code Activity for Critical Engagement with Computing | 0 | 0.34 | 2022 |
Charting the Identity Turn in K-12 Computer Science Education - Developing More Inclusive Learning Pathways for Identities. | 0 | 0.34 | 2020 |
Turning Bugs into Learning Opportunities - Understanding Debugging Processes, Perspectives, and Pedagogies. | 0 | 0.34 | 2020 |
A Redesigned Reconstruction Kit for Rapid Collaborative Debugging and Designing of E-Textiles. | 0 | 0.34 | 2020 |
When a Glove Becomes a Gun - From Personally Meaningful to Socially Critical Restorying in Maker Activities. | 0 | 0.34 | 2020 |
Tools for Biomakers - Reviewing Affordances and Challenges for K-12 Hands-On Making with Biology. | 0 | 0.34 | 2020 |
Pair Debugging of Electronic Textiles Projects - Analyzing Think-Aloud Protocols for High School Students' Strategies and Practices While Problem Solving. | 0 | 0.34 | 2020 |
A Scaled Analysis of How Minecraft Gamers Leverage YouTube Comment Boxes to Participate and Collaborate. | 0 | 0.34 | 2019 |
Arguing about Synthetic Biology in 140 Characters or Less - Affordances of Microblogging for High School Students Discussions of Socioscientific Issues. | 0 | 0.34 | 2019 |
The State of the Field in Computational Thinking Assessment. | 0 | 0.34 | 2018 |
Biohacking Food - A Case Study of Science Inquiry and Design Reflections about a Synthetic Biology High School Workshop. | 0 | 0.34 | 2018 |
Design Considerations for Capturing Computational Thinking Practices in High School Students' Electronic Textile Portfolios. | 0 | 0.34 | 2018 |
Perceptions of Productive Failure in Design Projects - High School Students' Challenges in Making Electronic Textiles. | 0 | 0.34 | 2016 |
Motivating and Broadening Participation - Competitions, Contests, Challenges, and Circles for Supporting STEM Learning. | 0 | 0.34 | 2014 |
The Programmers' Collective - Connecting Collaboration and Computation in a High School Scratch Mashup Coding Workshop. | 0 | 0.34 | 2014 |
Connected Gaming - Towards Integrating Instructionist and Constructionist Approaches in K-12 Gaming. | 0 | 0.34 | 2014 |
Making Technology Visible - Connecting the Learning of Crafts, Circuitry and Coding in Etextiles by Youth Designers. | 0 | 0.34 | 2012 |
Meaningful Contexts for Mathematical Learning - The Potential of Game Making. | 0 | 0.34 | 1996 |