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Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions.

, , , , and . AIED, volume 9112 of Lecture Notes in Computer Science, page 64-73. Springer, (2015)

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Mining Sequences of Gameplay for Embedded Assessment in Collaborative Learning., , , , , and . EDM, page 575-576. International Educational Data Mining Society (IEDMS), (2016)Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions., , , , and . AIED, volume 9112 of Lecture Notes in Computer Science, page 64-73. Springer, (2015)Empowering All Students: Closing the CS Confidence Gap with an In-School Initiative for Middle School Students., , , , , and . SIGCSE, page 382-387. ACM, (2016)CS principles goes to middle school: learning how to teach "Big Data"., , , , , and . SIGCSE, page 151-156. ACM, (2014)Introducing the Computer Science Concept of Variables in Middle School Science Classrooms., , , , , , , and . SIGCSE, page 906-911. ACM, (2018)Collaboration and Gender Equity in Game-Based Learning for Middle School Computer Science., , , , , and . Comput. Sci. Eng., 18 (2): 18-28 (2016)Developing a game-based learning curriculum for "Big Data" in middle school (abstract only)., , and . SIGCSE, page 712. ACM, (2014)Examining the Impact Narrative Interactivity Has on Fostering Identity Formation in an Educational Game.. CHI PLAY, page 395-398. ACM, (2015)CS Principles Goes to Middle School: Learning How to Teach ``Big Data'', , , , , and . Proceedings of the 45th ACM Technical Symposium on Computer Science Education, page 151--156. New York, NY, ACM, (2014)Leveraging Narrative Interactivity to Foster Computer Science Identities.. ICER, page 247-248. ACM, (2015)