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What Videogame Making Can Teach Us About Access and Ethics in Participatory Culture.

, , and . DiGRA Conference, Digital Games Research Association, (2009)

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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)Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices., and . Games Cult., 5 (1): 88-115 (2010)Leveraging local resources and contexts for inclusive computer science classrooms: Reflections from experienced high school teachers implementing electronic textiles., , and . Comput. Sci. Educ., 30 (3): 313-336 (2020)Communicating about computational thinking: understanding affordances of portfolios for assessing high school students' computational thinking and participation practices., , , , , and . Comput. Sci. Educ., 31 (2): 224-258 (2021)Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science., , , and . CoRR, (2023)From outcast to expert: identities as a conceptual lens for studying learning through design across spaces., and . CSCL (2), page 54-55. International Society of the Learning Sciences, (2009)978-1-4092-8598-4.Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World., , and . DiGRA Conference, Digital Games Research Association, (2009)Rethinking Debugging as Productive Failure for CS Education., , , , and . SIGCSE, page 169-170. ACM, (2019)Making Technology Visible: Connecting the Learning of Crafts, Circuitry and Coding in Etextiles by Youth Designers., , and . ICLS, International Society of the Learning Sciences, (2012)