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Reimagining and Co-designing with Youth an Hour of Code Activity for Critical Engagement with Computing.

, , , , and . IDC, page 288-296. ACM, (2022)

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Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities., , and . CoRR, (2024)Investigating Creative and Critical Engagement with Computing in the Hour of Code (Practical Report)., , , and . WiPSCE, page 21:1-21:6. ACM, (2021)Not Just Training, Also Testing: High School Youths' Perspective-Taking through Peer Testing Machine Learning-Powered Applications., , and . CoRR, (2023)Co-ML: Collaborative Machine Learning Model Building for Developing Dataset Design Practices., , , , , , , and . CoRR, (2023)Connecting Beliefs, Mindsets, Anxiety, and Self-Efficacy in Computer Science Learning: An Instrument for Capturing Secondary School Students' Self-Beliefs., , , and . CoRR, (2023)Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts., , , and . Br. J. Educ. Technol., 52 (3): 1078-1092 (2021)Redesigning an Electronic Textiles Computer Science Activity to Promote Critical Engagement., , and . RESPECT, page 1-2. IEEE, (2021)Not Just Training, Also Testing: High School Youths' Perspective-Taking through Peer Testing Machine Learning-Powered Applications., , and . SIGCSE (1), page 881-887. ACM, (2024)Failure Artifact Scenarios to Understand High School Students' Growth in Troubleshooting Physical Computing Projects., , , and . SIGCSE (1), page 874-880. ACM, (2024)Reimagining and Co-designing with Youth an Hour of Code Activity for Critical Engagement with Computing., , , , and . IDC, page 288-296. ACM, (2022)