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From outcast to expert: identities as a conceptual lens for studying learning through design across spaces., and . CSCL (2), page 54-55. International Society of the Learning Sciences, (2009)978-1-4092-8598-4.Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World., , and . DiGRA Conference, Digital Games Research Association, (2009)Collaborative Coding and Composing of JazzHands: Integrating the Learning of Advanced Computational Concepts with Electronic Textiles to Make Music Wearables., , , , and . SIGCSE, page 1274. ACM, (2019)From theory bias to theory dialogue: embracing cognitive, situated, and critical framings of computational thinking in K-12 CS education., , and . Inroads, 11 (1): 44-53 (2020)Making more of games: Cultivating perspective-taking through game design., and . Comput. Educ., (2020)A Crafts-Oriented Approach to Computing in High School: Introducing Computational Concepts, Practices, and Perspectives with Electronic Textiles., , , , , and . TOCE, 14 (1): 1:1-1:20 (2014)Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles., and . GenderIT, page 9-16. ACM, (2015)Learner-Centered System Design: HCI Perspective for the Future., , , , , , and . Symposium on Designing Interactive Systems, page 143-147. ACM, (1995)Software by Kids for Kids.. Commun. ACM, 39 (4): 38-39 (1996)Deconstruction Kits for Learning: Students' Collaborative Debugging of Electronic Textile Designs., , and . FabLearn, page 82-85. ACM, (2016)