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Interaction with an Edu-Game: A Detailed Analysis of Student Emotions and Judges' Perceptions., and . Int. J. Artif. Intell. Educ., 26 (4): 975-1010 (2016)Taxonomizing features and methods for identifying at-risk students in computing courses., , , , , , , , , and . ITiCSE, page 364-365. ACM, (2018)Enhancing Diversity and Inclusion in Computer Science Undergraduate Programs: The Role of Admissions., , , , , , , and . ITiCSE-WGR, page 1-29. ACM, (2023)Motivating High School Girls to Study Computer Science.. ITiCSE, page 311. ACM, (2019)Early Developmental Activities and Computing Proficiency., , , , , , , , , and . ITiCSE-WGR, page 140-157. ACM, (2017)Fostering High School Girls' Interest and Attainment in Computer Science.. ITiCSE (1), page 471-477. ACM, (2021)Emotional Agents in Educational Game Design: Heroes of Math Island., and . Int. J. Game Based Learn., 11 (4): 72-89 (2021)Improving students' engagement with large-team software development projects.. ITiCSE, page 356-357. ACM, (2018)Exploring Computing Science Programs' Admission Procedures with a Diversity and Inclusion Lens., , , , , , , and . ITiCSE (2), page 563-564. ACM, (2023)Fostering Program Comprehension in Novice Programmers - Learning Activities and Learning Trajectories., , , , , , , , , and 1 other author(s). ITiCSE-WGR, page 27-52. ACM, (2019)