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Investigating the Impact of Computing vs Pedagogy Experience in Novices Creation of Computing-Infused Curricula.

, , and . ITiCSE (1), page 255-261. ACM, (2021)

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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)Application of the Delphi Method in Computer Science Principles Rubric Creation., and . ITiCSE, page 164-169. ACM, (2017)Lessons from a course on serious games research and prototyping., and . FDG, page 32-39. ACM, (2010)Formative Feedback in Interactive Learning Environments., , , , and . AIED, volume 7926 of Lecture Notes in Computer Science, page 946. Springer, (2013)Building Games to Learn from Their Players: Generating Hints in a Serious Game., , and . Intelligent Tutoring Systems, volume 8474 of Lecture Notes in Computer Science, page 312-317. Springer, (2014)Exploring the Impact of Worked Examples in a Novice Programming Environment., , , , , and . SIGCSE, page 98-104. ACM, (2019)Measuring Gameplay Affordances of User-Generated Content in an Educational Game., , , and . EDM, page 78-85. International Educational Data Mining Society (IEDMS), (2016)Data-informed curriculum sequences for a curriculum-integrated game, , , , , and . Proceedings of the Tenth International Conference on Learning Analytics & Knowledge, ACM, (March 2020)Determining Problem Selection for a Logic Proof Tutor., and . EDM, page 387-389. International Educational Data Mining Society, (2013)Foreword., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)