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Using scalable game design to teach computer science from middle school to graduate school.

, , and . ITiCSE, page 224-228. ACM, (2010)

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The zones of proximal flow: guiding students through a space of computational thinking skills and challenges., , , and . ICER, page 67-74. ACM, (2013)The consume - create spectrum: balancing convenience and computational thinking in stem learning., , , and . SIGCSE, page 659-664. ACM, (2014)Closing The Cyberlearning Loop: Enabling Teachers To Formatively Assess Student Programming Projects., , and . SIGCSE, page 12-17. ACM, (2015)Towards the Automatic Recognition of Computational Thinking for Adaptive Visual Language Learning., , , and . VL/HCC, page 59-66. IEEE Computer Society, (2010)Computing indicators of creativity.. VL/HCC, page 231-232. IEEE, (2011)Real Time Assessment of Computational Thinking., , , and . VL/HCC, page 49-52. IEEE Computer Society, (2014)Evaluating the Effectiveness of Algorithm Analysis Visualizations., , , and . SIGCSE, page 201-206. ACM, (2017)Computing indicators of creativity., , and . Creativity & Cognition, page 357-358. ACM, (2011)Early validation of computational thinking pattern analysis., , , and . ITiCSE, page 213-218. ACM, (2014)Will it stick?: exploring the sustainability of computational thinking education through game design., , , , and . SIGCSE, page 597-602. ACM, (2013)