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Clubs, Homes, and Online Communities as Contexts for Engaging Youth in Technological Fluency Building Activities.

, , , , , , , , , , , and . ICLS, International Society of the Learning Sciences, (2006)

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Community Conversations: A Model for Community-Driven Design of Learning Ecosystems with Geospatial Technologies., , , , and . ICLS, International Society of the Learning Sciences, (2020)Continuing motivation for game design., , , and . CHI Extended Abstracts, page 2735-2740. ACM, (2007)Assessment in Hands-On Library Learning Spaces., , , , , , , , , and 1 other author(s). ICLS, International Society of the Learning Sciences, (2020)Digital youth network: fusing school and after-school contexts to develop youth's new media literacies., , and . ICLS (3), page 113-114. International Society of the Learning Sciences, (2008)Scouting for Learning: Surfacing Opportunities and Challenges Through a Mobile Diary Study., , and . ICLS, International Society of the Learning Sciences, (2020)Clubs, Homes, and Online Communities as Contexts for Engaging Youth in Technological Fluency Building Activities., , , , , , , , , and 2 other author(s). ICLS, International Society of the Learning Sciences, (2006)Assisting and assessing the development of technological fluencies: insights from a project-based approach to teaching computer science., , , , and . CSCL, page 668-669. International Society of the Learning Sciences, (2002)Equity and the Development of Technological Fluency., , , , , , , , , and . ICLS, International Society of the Learning Sciences, (2004)Educator Roles that Support Students in Online Environments., , , and . CSCL (2), page 93-96. International Society of the Learning Sciences, LuLu, Amazon, (2013)Equitable approaches: opportunities for computational thinking with emphasis on creative production and connections to community., , and . Interact. Learn. Environ., 28 (3): 347-361 (2020)