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Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices., and . Games Cult., 5 (1): 88-115 (2010)Beyond Freedom of Movement: Boys Play in a Tween Virtual World., and . Games Cult., 7 (4): 281-304 (2012)Correction to: Computational Thinking as a Social Movement., and . Künstliche Intell., 36 (2): 185 (2022)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.Program Comprehension with Physical Computing: A Structure, Function, and Behavior Analysis of Think-Alouds with High School Students., and . ITiCSE (1), page 143-149. ACM, (2021)Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World., , and . DiGRA Conference, Digital Games Research Association, (2009)CodeQuilt: Designing an Hour of Code Activity for Creative and Critical Engagement with Computing., , , and . IDC, page 573-576. ACM, (2021)A cascading mentoring pedagogy in a CS service learning course to broaden participation and perceptions., , , , , , , , and . SIGCSE, page 101-106. ACM, (2013)Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles., and . GenderIT, page 9-16. ACM, (2015)Deconstruction Kits for Learning: Students' Collaborative Debugging of Electronic Textile Designs., , and . FabLearn, page 82-85. ACM, (2016)