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CaptuRing: A Tangible Imaging Tool for Brainstorming., , , , and . IHCI, page 132-135. ACM, (2014)Integrating Ethics and Career Futures with Technical Learning to Promote AI Literacy for Middle School Students: An Exploratory Study., , , , , and . Int. J. Artif. Intell. Educ., 33 (2): 290-324 (June 2023)AI + Ethics Curricula for Middle School Youth: Lessons Learned from Three Project-Based Curricula., , , , , , , and . Int. J. Artif. Intell. Educ., 33 (2): 325-383 (June 2023)Sonify: Making Visual Graphs Accessible., , , , and . IHIET, volume 1018 of Advances in Intelligent Systems and Computing, page 454-459. Springer, (2019)A Picture Is Worth a Thousand Words: Co-designing Text-to-Image Generation Learning Materials for K-12 with Educators., , , , and . AAAI, page 23260-23267. AAAI Press, (2024)Designing Games for Enabling Co-creation with Social Agents., , and . CoRR, (2021)Make-a-Thon for Middle School AI Educators., , , , , , and . SIGCSE (1), page 305-311. ACM, (2023)Constructing Dreams using Generative AI., , , , and . CoRR, (2023)Integrating Curiosity and Uncertainty in Game Design., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Can Children Learn Creativity from a Social Robot?, , and . Creativity & Cognition, page 359-368. ACM, (2019)