Yasmin B. Kafai

Orcid: 0000-0003-4018-0491

Affiliations:
  • University of Pennsylvania, Philadelphia, USA


According to our database1, Yasmin B. Kafai authored at least 172 papers between 1994 and 2024.

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Bibliography

2024
Twenty Constructionist Things to Do with Artificial Intelligence and Machine Learning.
CoRR, 2024

Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities.
CoRR, 2024

Not Just Training, Also Testing: High School Youths' Perspective-Taking through Peer Testing Machine Learning-Powered Applications.
Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2024

Failure Artifact Scenarios to Understand High School Students' Growth in Troubleshooting Physical Computing Projects.
Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2024

Enduring Lessons from 'Computer Science for All' for AI Education in Schools.
Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2024

2023
Not Just Training, Also Testing: High School Youths' Perspective-Taking through Peer Testing Machine Learning-Powered Applications.
CoRR, 2023

Connecting Beliefs, Mindsets, Anxiety, and Self-Efficacy in Computer Science Learning: An Instrument for Capturing Secondary School Students' Self-Beliefs.
CoRR, 2023

Making Sense of Machine Learning: Integrating Youth's Conceptual, Creative, and Critical Understandings of AI.
CoRR, 2023

Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science.
CoRR, 2023

Conceptualizing Approaches to Critical Computing Education: Inquiry, Design and Reimagination.
CoRR, 2023

Empowering the Next Generation of Computational Thinkers.
Proceedings of the ACM Conference on Global Computing Education Vol 1, 2023

Conceptualizing Approaches to Critical Computing Education: Inquiry, Design, and Reimagination.
Proceedings of the Past, 2023

2022
Correction to: Computational Thinking as a Social Movement.
Künstliche Intell., 2022

Computational Thinking as a Social Movement.
Künstliche Intell., 2022

Survey: Artificial Intelligence, Computational Thinking and Learning.
Künstliche Intell., 2022

Connected civic gaming: rethinking the role of video games in civic education.
Interact. Learn. Environ., 2022

Advancing Opportunities for CS Teachers: How To Best Support Professional Development for Experienced Teachers in K-12 CS Education.
Proceedings of the SIGCSE 2022: The 53rd ACM Technical Symposium on Computer Science Education, 2022

Creative Entrances to Co-Design: Exploring Collaboration through Fiction, Fairy tales, and Games.
Proceedings of the PDC 2022: Participatory Design Conference 2022, Newcastle upon Tyne United Kingdom, 19 August 2022, 2022

Is Computational Empowerment Promoted in the Hour of Code? Analyzing Opportunities for Conceptual, Creative, and Critical Engagement in the Design of Introductory Computing Activities.
Proceedings of the Koli Calling '22: 22nd Koli Calling International Conference on Computing Education Research, 2022

Reimagining and Co-designing with Youth an Hour of Code Activity for Critical Engagement with Computing.
Proceedings of the IDC '22: Interaction Design and Children, Braga, Portugal, June 27, 2022

2021
Examining the materiality and spatiality of design scaffolds in computational making.
Int. J. Child Comput. Interact., 2021

Communicating about computational thinking: understanding affordances of portfolios for assessing high school students' computational thinking and participation practices.
Comput. Sci. Educ., 2021

The biodesign studio: Constructions and reflections of high school youth on making with living media.
Br. J. Educ. Technol., 2021

Computing for all?: Examining critical biases in computational tools for learning.
Br. J. Educ. Technol., 2021

Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts.
Br. J. Educ. Technol., 2021

Investigating Creative and Critical Engagement with Computing in the Hour of Code (Practical Report).
Proceedings of the WiPSCE '21: The 16th Workshop in Primary and Secondary Computing Education, 2021

Promoting socio-political identification with computer science: How high school youth restory their identities through electronic textile quilts.
Proceedings of the 2021 Conference on Research in Equitable and Sustained Participation in Engineering, 2021

Program Comprehension with Physical Computing: A Structure, Function, and Behavior Analysis of Think-Alouds with High School Students.
Proceedings of the ITiCSE '21: Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V.1, Virtual Event, Germany, June 26, 2021

Notional Machines in a Semester-long Introductory Physical Computing High School Unit.
Proceedings of the ICER 2021: ACM Conference on International Computing Education Research, 2021

Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection.
Proceedings of the IDC '21: Interaction Design and Children, 2021

CodeQuilt: Designing an Hour of Code Activity for Creative and Critical Engagement with Computing.
Proceedings of the IDC '21: Interaction Design and Children, 2021

2020
Interactive Stitch Sampler: A Synthesis of a Decade of Research on Using Electronic Textiles to Answer the Who, Where, How, and What for K-12 Computer Science Education.
ACM Trans. Comput. Educ., 2020

From theory bias to theory dialogue: embracing cognitive, situated, and critical framings of computational thinking in K-12 CS education.
Inroads, 2020

Communicating computational concepts and practices within high school students' portfolios of making electronic textiles.
Interact. Learn. Environ., 2020

Leveraging local resources and contexts for inclusive computer science classrooms: Reflections from experienced high school teachers implementing electronic textiles.
Comput. Sci. Educ., 2020

Pair physical computing: high school students' practices and perceptions of collaborative coding and crafting with electronic textiles.
Comput. Sci. Educ., 2020

Computer-Aided Personalized Education.
CoRR, 2020

Making more of games: Cultivating perspective-taking through game design.
Comput. Educ., 2020

Looking Ahead: Professional Development Needs for Experienced CS Teachers.
Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 2020

Charting the Identity Turn in K-12 Computer Science Education: Developing More Inclusive Learning Pathways for Identities.
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Turning Bugs into Learning Opportunities: Understanding Debugging Processes, Perspectives, and Pedagogies.
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Pair Debugging of Electronic Textiles Projects: Analyzing Think-Aloud Protocols for High School Students' Strategies and Practices While Problem Solving.
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Tools for Biomakers: Reviewing Affordances and Challenges for K-12 Hands-On Making with Biology.
Proceedings of the FabLearn '20: FabLearn 2020 - 9th Annual Conference on Maker Education, New York, NY, USA, April 4, 2020

When a Glove Becomes a Gun: From Personally Meaningful to Socially Critical Restorying in Maker Activities.
Proceedings of the FabLearn '20: FabLearn 2020 - 9th Annual Conference on Maker Education, New York, NY, USA, April 4, 2020

A Redesigned Reconstruction Kit for Rapid Collaborative Debugging and Designing of E-Textiles.
Proceedings of the FabLearn '20: FabLearn 2020 - 9th Annual Conference on Maker Education, New York, NY, USA, April 4, 2020

2019
Stitching the Loop with Electronic Textiles: Promoting Equity in High School Students' Competencies and Perceptions of Computer Science.
Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 2019

Rethinking Debugging as Productive Failure for CS Education.
Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 2019

Collaborative Coding and Composing of JazzHands: Integrating the Learning of Advanced Computational Concepts with Electronic Textiles to Make Music Wearables.
Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 2019

Electronic Textiles in Computer Science Education: A Synthesis of Efforts to Broaden Participation, Increase Interest, and Deepen Learning.
Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 2019

A Revaluation of How We Think about Making: Examining Assembly Practices and Artifact Imagination in Biomaking.
Proceedings of FabLearn 2019, New York, NY, USA, March 09-10, 2019, 2019

Student Maker Portfolios: Promoting Computational Communication and Reflection in Crafting E-Textiles.
Proceedings of FabLearn 2019, New York, NY, USA, March 09-10, 2019, 2019

A Scaled Analysis of How Minecraft Gamers Leverage YouTube Comment Boxes to Participate and Collaborate.
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019

Arguing about Synthetic Biology in 140 Characters or Less: Affordances of Microblogging for High School Students Discussions of Socioscientific Issues.
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019

Bugs as a Nexus for Emergent Peer Collaborations: Contextual and Classroom Supports for Solving Problems in Electronic Textiles.
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019


2018
Constructionist visions: Hard fun with serious games.
Int. J. Child Comput. Interact., 2018

Biohacking Food: A Case Study of Science Inquiry and Design Reflections about a Synthetic Biology High School Workshop.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

The State of the Field in Computational Thinking Assessment.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

Cultural Repertoires: Indigenous youth creating with place and story.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

Design Considerations for Capturing Computational Thinking Practices in High School Students' Electronic Textile Portfolios.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

Affordances of Digital, Textile and Living Media for Designing and Learning Biology in K-12 Education.
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018

Sustaining girls' participation in STEM, gaming and making.
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018

2017
Youth Computational Participation in the Wild: Understanding Experience and Equity in Participating and Programming in the Online Scratch Community.
ACM Trans. Comput. Educ., 2017

Connected Gaming: An Inclusive Perspective for Serious Gaming.
Int. J. Serious Games, 2017

Understanding High School Students' Reading, Remixing, and Writing Codeable Circuits for Electronic Textiles.
Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education, 2017

Plagues and people: engineering player participation and prevention in a virtual epidemic.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Learning by Fixing and Designing Problems: A Reconstruction Kit for Debugging E-Textiles.
Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education, 2017

Teaching Practices for Making E-Textiles in High School Computing Classrooms.
Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education, 2017

Reflections on Pair E-Crafting: High School Students' Approaches to Collaboration in Electronic Textiles Projects.
Proceedings of the 12th International Conference on Computer Supported Collaborative Learning, 2017

Libraries as Emerging Spaces for Computer-Supported Collaborative Learning in Schools and Communities.
Proceedings of the 12th International Conference on Computer Supported Collaborative Learning, 2017

Growing Designs with biomakerlab in High School Classrooms.
Proceedings of the 2017 Conference on Interaction Design and Children, 2017

Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic.
Proceedings of the 2017 Conference on Interaction Design and Children, 2017

Computational Participation: Teaching Kids to Create and Connect Through Code.
Proceedings of the Emerging Research, Practice, and Policy on Computational Thinking., 2017

2016
From computational thinking to computational participation in K-12 education.
Commun. ACM, 2016

Perceptions of Productive Failure in Design Projects: High School Students' Challenges in Making Electronic Textiles.
Proceedings of the Transforming Learning, 2016

Connected Making: Designing for Youth Learning in Online Maker Communities In and Out of Schools.
Proceedings of the Transforming Learning, 2016

Collaborative Maker Activities in the Classroom: Case Studies of High School Student Pairs' Interactions in Designing Electronic Textiles.
Proceedings of the 6th Annual Conference on Creativity and Fabrication in Education, 2016

Deconstruction Kits for Learning: Students' Collaborative Debugging of Electronic Textile Designs.
Proceedings of the 6th Annual Conference on Creativity and Fabrication in Education, 2016

Blind Spots in Youth DIY Programming: Examining Diversity in Creators, Content, and Comments within the Scratch Online Community.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
The programmers' collective: fostering participatory culture by making music videos in a high school Scratch coding workshop.
Interact. Learn. Environ., 2015

Constructionist Gaming Beyond the Screen: Middle School Students' Crafting and Computing of Touchpads, Board Games, and Controllers.
Proceedings of the Workshop in Primary and Secondary Computing Education, 2015

StitchFest: Diversifying a College Hackathon to Broaden Participation and Perceptions in Computing.
Proceedings of the 46th ACM Technical Symposium on Computer Science Education, 2015

"Maker Innovators": A Workshop for Youth Creating Responsive and Wearable Game Interfaces with Tangible and Digital Construction Toolkits (Abstract Only).
Proceedings of the 46th ACM Technical Symposium on Computer Science Education, 2015

Boys' Needlework: Understanding Gendered and Indigenous Perspectives on Computing and Crafting with Electronic Textiles.
Proceedings of the eleventh annual International Conference on International Computing Education Research, 2015

Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles.
Proceedings of the Third Conference on GenderIT, 2015

Make, wear, play: remix designs of wearable controllers for scratch games by middle school youth.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

Making physical and digital games with e-textiles: a workshop for youth making responsive wearable games and controllers.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

Hi-Lo tech games: crafting, coding and collaboration of augmented board games by high school youth.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

"I have a tutorial for this": the language of online peer support in the scratch programming community.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

2014
A Crafts-Oriented Approach to Computing in High School: Introducing Computational Concepts, Practices, and Perspectives with Electronic Textiles.
ACM Trans. Comput. Educ., 2014

Programming in the wild: trends in youth computational participation in the online scratch community.
Proceedings of the 9th Workshop in Primary and Secondary Computing Education, 2014

Ethnocomputing with electronic textiles: culturally responsive open design to broaden participation in computing in American indian youth and communities.
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

Motivating and Broadening Participation: Competitions, Contests, Challenges, and Circles for Supporting STEM Learning.
Proceedings of the Learning and Becoming in Practice: Proceedings of the 11th International Conference of the Learning Sciences, 2014

Connected Gaming: Towards Integrating Instructionist and Constructionist Approaches in K-12 Gaming.
Proceedings of the Learning and Becoming in Practice: Proceedings of the 11th International Conference of the Learning Sciences, 2014

Combining Video Games and Constructionist Design to Support Deep Learning in Play.
Proceedings of the Learning and Becoming in Practice: Proceedings of the 11th International Conference of the Learning Sciences, 2014

The Programmers' Collective: Connecting Collaboration and Computation in a High School Scratch Mashup Coding Workshop.
Proceedings of the Learning and Becoming in Practice: Proceedings of the 11th International Conference of the Learning Sciences, 2014

Diversifying high school students' views about computing with electronic textiles.
Proceedings of the International Computing Education Research Conference, 2014

Novice Programmers Talking about Projects: What Automated Text Analysis Reveals about Online Scratch Users' Comments.
Proceedings of the 47th Hawaii International Conference on System Sciences, 2014

Connected messages: a maker approach to interactive community murals with youth.
Proceedings of the IDC '14, 2014

2013
Cupcake cushions, scooby doo shirts, and soft boomboxes: e-textiles in high school to promote computational concepts, practices, and perceptions.
Proceedings of the 44th ACM Technical Symposium on Computer Science Education, 2013

A cascading mentoring pedagogy in a CS service learning course to broaden participation and perceptions.
Proceedings of the 44th ACM Technical Symposium on Computer Science Education, 2013

The social turn in K-12 programming: moving from computational thinking to computational participation.
Proceedings of the 44th ACM Technical Symposium on Computer Science Education, 2013

Understanding Collaborative Practices in the Scratch Online Community: Patterns of Participation Among Youth Designers.
Proceedings of the 10th International Conference on Computer-Supported Collaborative Learning, 2013

The education arcade: crafting, remixing, and playing with controllers for Scratch games.
Proceedings of the Interaction Design and Children 2013, 2013

2012
Beyond Freedom of Movement: Boys Play in a Tween Virtual World.
Games Cult., 2012

Debuggems to assess student learning in e-textiles (abstract only).
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

The reflective mentor: charting undergraduates' responses to computer science service learning (abstract only).
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

The writers' workshop for youth programmers: digital storytelling with scratch in middle school classrooms.
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

Connecting play: understanding multimodal participation in virtual worlds.
Proceedings of the International Conference on Multimodal Interaction, 2012

Making Technology Visible: Connecting the Learning of Crafts, Circuitry and Coding in Etextiles by Youth Designers.
Proceedings of the Future of Learning: Proceedings of the 10th International Conference of the Learning Sciences, 2012

Functional Aesthetics for Learning: Creative Tensions in Youth e-Textile Designs.
Proceedings of the Future of Learning: Proceedings of the 10th International Conference of the Learning Sciences, 2012

From tools to communities: designs to support online creative collaboration in scratch.
Proceedings of the 11th International Conference on Interaction Design and Children, 2012

What makes competitions fun to participate?: the role of audience for middle school game designers.
Proceedings of the 11th International Conference on Interaction Design and Children, 2012

2011
Beyond Small Groups: New Opportunities for Research in Computer-Supported Collective Learning.
Proceedings of the 9th International Conference on Computer Supported Collaborative Learning, 2011

The Role of Different Narratives in Recognizing Peer Expertise in Collaborative Programming Projects.
Proceedings of the 9th International Conference on Computer Supported Collaborative Learning, 2011

Crafting Identities: E-Textile Artifacts as Mediators in High Tech Communities.
Proceedings of the 9th International Conference on Computer Supported Collaborative Learning, 2011

Articulating creativity in a new domain: expert insights from the field of e-textiles.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Everyday creativity in novice e-textile designs.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

2010
Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities.
J. Organ. End User Comput., 2010

Multi-Modal Investigations of Relationship Play in Virtual Worlds.
Int. J. Gaming Comput. Mediat. Simulations, 2010

Investigating the "Why" in Whypox: Casual and Systematic Explorations of a Virtual Epidemic.
Games Cult., 2010

Your Second Selves: Player-Designed Avatars.
Games Cult., 2010

''Blacks Deserve Bodies Too!'': Design and Discussion About Diversity and Race in a Tween Virtual World.
Games Cult., 2010

World of Whyville: An Introduction to Tween Virtual Life.
Games Cult., 2010

Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices.
Games Cult., 2010

''Stealing From Grandma'' or Generating Cultural Knowledge?: Contestations and Effects of Cheating in a Tween Virtual World.
Games Cult., 2010

Fröbel's forgotten gift: textile construction kits as pathways into play, design and computation.
Proceedings of the Interaction Design and Children, 2010

Programming & storytelling: opportunities for learning about coding & composition.
Proceedings of the Interaction Design and Children, 2010

2009
A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world.
Int. J. Comput. Support. Collab. Learn., 2009

Scratch: programming for all.
Commun. ACM, 2009

Beyond Barbie and Mortal Kombat: new perspectives on girls and games.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Boys' Play in the Fourth Space: Freedom of Movements in a Tween Virtual World.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

What Videogame Making Can Teach Us About Access and Ethics in Participatory Culture.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

From outcast to expert: identities as a conceptual lens for studying learning through design across spaces.
Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, 2009

2008
Programming by choice: urban youth learning programming with scratch.
Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education, 2008

Developing a design culture in a computer clubhouse: the role of local practices and mediators.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

New literacies and the learning sciences: a framework for understanding youths' media arts practices.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

Media designs with scratch: what urban youth can learn about programming in a computer Clubhouse.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

Real arguments about a virtual epidemic: conversations and contestations in a tween gaming club.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

Learning from Krumping: collective agency in dance performance cultures.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

Considering gender in digital games: implications for serious game designs in the learning sciences.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

New perspectives on learning through (game) design.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

Youth as media art designers: workshops for creative coding.
Proceedings of the 7th International Conference on Interaction Design and Children, 2008

2007
What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

"Blacks Deserve Bodies Too!" Design and Discussion about Diversity and Race in a Tween Online World.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Collaboration, computation, and creativity: media arts practices in urban youth culture.
Proceedings of the 7th Iternational Conference on Computer Supported Collaborative Learning, 2007

Tracing insider knowledge across time and spaces: a connective ethnography in a teen online game world.
Proceedings of the 7th Iternational Conference on Computer Supported Collaborative Learning, 2007

Illegitimate practices as legitimate participation: game cheat sites in a teen virtual world.
Proceedings of the 7th Iternational Conference on Computer Supported Collaborative Learning, 2007

2006
Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies.
Games Cult., 2006

Creative Codings: Investigating Cultural, Personal, and Epistemological Connections in Media Arts Programming.
Proceedings of the Making a Difference...: Proceedings of the 7th International Conference for the Learning Sciences, 2006

Seeds of a Computer Culture: An Archival Analysis of Programming Artifacts from a Community Technology Center.
Proceedings of the Making a Difference...: Proceedings of the 7th International Conference for the Learning Sciences, 2006

Clubs, Homes, and Online Communities as Contexts for Engaging Youth in Technological Fluency Building Activities.
Proceedings of the Making a Difference...: Proceedings of the 7th International Conference for the Learning Sciences, 2006

2005
What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment.
Proceedings of the Digital Games Research Conference 2005, 2005

"A Totally Different World": Playing and Learning in Multi-User Virtual Environments.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Scratch: A Sneak Preview.
Proceedings of the 2004 Conference on Creating, 2004

2003
Children designing software for children: what can we learn?
Proceedings of the Interaction Design and Children, 2003

2002
Elementary students' perceptions of social networks: development, experience, and equity in collaborative software design activities.
Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community, 2002

2000
Application of Dublin Core metadata in the description of digital primary sources in elementary school classrooms.
J. Am. Soc. Inf. Sci., 2000

Different Perspectives of Computer-Supported Collaborative Learning: The Case of the Software Design Project.
Proceedings of the Vernetztes Lernen mit digitalen Medien, 2000

1998
Game Design as an Interactive Learning Environment for Fostering Students' and Teachers' Mathematical Inquiry.
Int. J. Comput. Math. Learn., 1998

1997
Children as designers of educational multimedia software.
Comput. Educ., 1997

The implications of a theory of play for the design of computer toys (panel).
Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, 1997

1996
Software by Kids for Kids.
Commun. ACM, 1996

Learning Through Artifacts: Communities of Practice in Classrooms.
AI Soc., 1996

Meaningful Contexts for Mathematical Learning: The Potential of Game Making.
Proceedings of the Learning for the Real World: Proceedings of the Second International Conference on the Learning Sciences, 1996

1995
Multimedia and Education: Magic, Myth or Miracle Cure? (Panel).
Proceedings of the Third ACM International Conference on Multimedia '95, 1995

Learner-Centered System Design: HCI Perspective for the Future.
Proceedings of the 1st Conference on Designing Interactive Systems: Processes, 1995

1994
Computational Gifts for the Barney Generation.
Commun. ACM, 1994


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