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The internet of things in CS education: updating curricula and exploring pedagogy., , , , , , , , , and . ITiCSE, page 366-367. ACM, (2018)Game Development for Computer Science Education., , , , , , , and . ITiCSE, page 385. ACM, (2017)Developing a Model Augmented Reality Curriculum., , , , , , , , , and 1 other author(s). ITiCSE, page 508-509. ACM, (2020)The internet of things in undergraduate computer and information science education: exploring curricula and pedagogy., , , , , , , and . ITiCSE (Companion), page 200-216. ACM, (2018)Are We There Yet?: Incorporating Climate Change into CSEd., , , and . ITiCSE (2), page 664-665. ACM, (2022)Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM., , , , , and . ITiCSE-WGR, page 119-135. ACM, (2016)Brain jam: STEAM learning through neuroscience-themed game development., , and . ICGJ, page 15-21. ACM, (2017)1.5 Degrees of Separation: Computer Science Education in the Age of the Anthropocene., , , , , , , , and . ITiCSE-WGR, page 1-25. ACM, (2019)If Memory Serves: A Game to Supplement the Instruction of Concepts Related to Pointers., and . ITiCSE, page 241-242. ACM, (2019)Model Augmented Reality Curriculum., , , , , , , , , and 1 other author(s). ITiCSE-WGR, page 131-149. ACM, (2020)