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What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture.

, and . DiGRA Conference, Digital Games Research Association, (2007)

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Software by Kids for Kids.. Commun. ACM, 39 (4): 38-39 (1996)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)Deconstruction Kits for Learning: Students' Collaborative Debugging of Electronic Textile Designs., , and . FabLearn, page 82-85. ACM, (2016)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)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)Computer-Aided Personalized Education., , , , , , , , , and 3 other author(s). CoRR, (2020)Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices., and . Games Cult., 5 (1): 88-115 (2010)Beyond Freedom of Movement: Boys Play in a Tween Virtual World., and . Games Cult., 7 (4): 281-304 (2012)Correction to: Computational Thinking as a Social Movement., and . Künstliche Intell., 36 (2): 185 (2022)Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science., , , and . CoRR, (2023)