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Leveraging Card-Based Collaborative Activities as Culturally Situated Design Tools., , , and . HCI (22), volume 173 of Communications in Computer and Information Science, page 232-236. Springer, (2011)Lessons from a course on serious games research and prototyping., and . FDG, page 32-39. ACM, (2010)Application of the Delphi Method in Computer Science Principles Rubric Creation., and . ITiCSE, page 164-169. ACM, (2017)Exploring the Impact of Worked Examples in a Novice Programming Environment., , , , , and . SIGCSE, page 98-104. ACM, (2019)Data-informed curriculum sequences for a curriculum-integrated game, , , , , and . Proceedings of the Tenth International Conference on Learning Analytics & Knowledge, ACM, (March 2020)SIGCSE BP: enrollments and diversity at odds?, and . ACM SIGCSE Bull., 47 (2): 8 (2015)Foreword., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Measuring Gameplay Affordances of User-Generated Content in an Educational Game., , , and . EDM, page 78-85. International Educational Data Mining Society (IEDMS), (2016)Determining Problem Selection for a Logic Proof Tutor., and . EDM, page 387-389. International Educational Data Mining Society, (2013)Hierarchical Reinforcement Learning for Pedagogical Policy Induction., , , , and . AIED (1), volume 11625 of Lecture Notes in Computer Science, page 544-556. Springer, (2019)