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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)

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Plagues and people: engineering player participation and prevention in a virtual epidemic., , , , and . FDG, page 29:1-29:10. ACM, (2017)A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world., and . Int. J. Comput. Support. Collab. Learn., 4 (1): 47-68 (2009)''Blacks Deserve Bodies Too!'': Design and Discussion About Diversity and Race in a Tween Virtual World., , and . Games Cult., 5 (1): 43-63 (2010)Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities., , and . CoRR, (2024)Crafting Identities: E-Textile Artifacts as Mediators in High Tech Communities., and . CSCL, International Society of the Learning Sciences, (2011)Illegitimate practices as legitimate participation: game cheat sites in a teen virtual world., and . CSCL, page 196-198. International Society of the Learning Sciences / ACM DL, (2007)Researching Productive Connective Sites Where Interest, Learning, and Identity Intersect.. CSCL (2), page 491-492. International Society of the Learning Sciences, LuLu, Amazon, (2013)"I have a tutorial for this": the language of online peer support in the scratch programming community., , and . IDC, page 229-238. ACM, (2015)Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection., , , , and . IDC, page 558-562. ACM, (2021)Looking Ahead: Professional Development Needs for Experienced CS Teachers., , , , , and . SIGCSE, page 1118-1119. ACM, (2020)