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Toward an effective approach to collaboration education: A taxonomy for game design., and . GEM, page 1-4. IEEE, (2015)Bridging the gap: balancing faculty expectations and student realities in computer gaming courses., , and . Future Play, page 201-204. ACM, (2007)Moving beyond mobile tours: Creating hybrid spaces through narrative and gameplay in the museum collection., and . Digital Heritage (1), page 425-428. IEEE, (2013)Is this thing on? Determining comfort level with communication skills in a technical discipline., and . FIE, page 1-8. IEEE Computer Society, (2015)Motivating OOP by blowing things up: an exercise in cooperation and competition in an introductory java programming course., , , and . SIGCSE, page 354-358. ACM, (2006)When Social Worlds Collide: Charting the Intersection of Social Media and Courseware/Course Management Systems., , and . HCI (12), volume 5621 of Lecture Notes in Computer Science, page 452-461. Springer, (2009)Martha Madison: Marvelous Machines: Exploring simple machines in an open-ended, collaborative sandbox., , , , and . FIE, page 1-7. IEEE Computer Society, (2014)Splat! er, shmup? A postmortem on a capstone production experience., , and . FIE, page 1-9. IEEE Computer Society, (2016)Kickback: turning game history students into pinball designers., and . Future Play, page 272-273. ACM, (2008)Through the looking glass: reflections on using undergraduate teaching assistants in CS1., , and . SIGCSE, page 46-50. ACM, (2006)