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Qualitative data collection technologies: a comparison of instant messaging, email, and phone.

, , , , and . GROUP, page 277-280. ACM, (2012)

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Exploring How Parents in Economically Depressed Communities Access Learning Resources., , , and . GROUP, page 131-141. ACM, (2014)Qualitative data collection technologies: a comparison of instant messaging, email, and phone., , , , and . GROUP, page 277-280. ACM, (2012)Research, Resources and Communities: Informal Ed as a Partner in Computer Science Education., , , and . SIGCSE, page 348-349. ACM, (2015)They can't find us: the search for informal CS education., , and . SIGCSE, page 487-492. ACM, (2014)Medium probes: exploring the medium not the message., and . Conference on Designing Interactive Systems, page 239-248. ACM, (2014)"Georgia computes!": improving the computing education pipeline., , , , , , , , and . SIGCSE, page 86-90. ACM, (2009)Glitch Game Testers: African American Men Breaking Open the Console., , , , , , and . DiGRA Conference, Digital Games Research Association, (2009)Using game development to reveal programming competency., , and . FDG, page 89-96. ACM, (2012)African American men constructing computing identity., , , , , , and . CHI, page 2967-2970. ACM, (2011)Learning in Context: Digital Games and Young Black Men., , and . Games Cult., 3 (2): 131-141 (2008)