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The Relationship between Co-Creative Dialogue and High School Learners' Satisfaction with their Collaborator in Computational Music Remixing., , , , , , и . Proc. ACM Hum. Comput. Interact., 6 (CSCW1): 123:1-123:24 (2022)Creativity in Authentic STEAM Education with EarSketch., , , , , и . SIGCSE, стр. 183-188. ACM, (2017)Initiatives to support systemic change for women in undergraduate computing., , , , и . SIGCSE, стр. 163-164. ACM, (2012)How do computing faculty adopt curriculum innovations?: the story from instructors., , и . SIGCSE, стр. 544-548. ACM, (2010)Fostering State-level Change In CS Education: The Expanding Computing Education Pathways Alliance., , , , , , , , и . SIGCSE, стр. 1254. ACM, (2019)Validity and Fairness of an Automated Assessment of Creativity in Computational Music Remixing., , , , , , , и . AAGPW@AIED, том 3572 из CEUR Workshop Proceedings, стр. 36-44. CEUR-WS.org, (2023)Altering CS perceptions: using personal robots to change attitudes, increase confidence, and expand knowledge., , , , и . ACM Southeast Regional Conference, стр. 41:1. ACM, (2013)Developing Computational Thinking in Middle School Music Technology Classrooms., , , , , , , , и . SIGCSE (2), стр. 1746-1747. ACM, (2024)Leveraging Prior Computing and Music Experience for Situational Interest Formation., , , , , и . SIGCSE, стр. 928-933. ACM, (2021)Repositories You Shouldn't Be Living Without., , , , , , и . SIGCSE, стр. 920-921. ACM, (2018)