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Programming in the wild: trends in youth computational participation in the online scratch community.

, , and . WiPSCE, page 2-11. ACM, (2014)

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A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world., and . Int. J. Comput. Support. Collab. Learn., 4 (1): 47-68 (2009)Programming in the wild: trends in youth computational participation in the online scratch community., , and . WiPSCE, page 2-11. ACM, (2014)Plagues and people: engineering player participation and prevention in a virtual epidemic., , , , and . FDG, page 29:1-29:10. ACM, (2017)''Blacks Deserve Bodies Too!'': Design and Discussion About Diversity and Race in a Tween Virtual World., , and . Games Cult., 5 (1): 43-63 (2010)Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities., , and . CoRR, (2024)Debuggems to assess student learning in e-textiles (abstract only)., , , and . SIGCSE, page 699. ACM, (2012)Looking Ahead: Professional Development Needs for Experienced CS Teachers., , , , , and . SIGCSE, page 1118-1119. ACM, (2020)Enduring Lessons from 'Computer Science for All' for AI Education in Schools., , , , and . SIGCSE (2), page 1533-1534. ACM, (2024)Student Maker Portfolios: Promoting Computational Communication and Reflection in Crafting E-Textiles., , and . FabLearn, page 10-17. ACM, (2019)"I have a tutorial for this": the language of online peer support in the scratch programming community., , and . IDC, page 229-238. ACM, (2015)