Yasmin B. Kafai
Orcid: 0000-0003-4018-0491Affiliations:
- University of Pennsylvania, Philadelphia, USA
According to our database1,
Yasmin B. Kafai
authored at least 177 papers
between 1994 and 2024.
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Bibliography
2024
Connecting beliefs, mindsets, anxiety and self-efficacy in computer science learning: an instrument for capturing secondary school students' self-beliefs.
Comput. Sci. Educ., July, 2024
Learning about Data, Algorithms, and Algorithmic Justice on TikTok in Personally Meaningful Ways.
CoRR, 2024
Investigating Youths' Everyday Understanding of Machine Learning Applications: a Knowledge-in-Pieces Perspective.
CoRR, 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
"It's smart and it's stupid: " Youth's conflicting perspectives on LLMs' language comprehension and ethics.
Proceedings of the 19th WiPSCE Conference on Primary and Secondary Computing Education Research, 2024
Unpacking Approaches to Learning and Teaching Machine Learning in K-12 Education: Transparency, Ethics, and Design Activities.
Proceedings of the 19th WiPSCE Conference on Primary and Secondary Computing Education Research, 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
Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2024
Youth as Peer Auditors: Engaging Teenagers with Algorithm Auditing of Machine Learning Applications.
Proceedings of the 23rd Annual ACM Interaction Design and Children Conference, 2024
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
When Good Gets Better: Experienced Computer Science Teachers? Reflections on implementing E-textiles in their Classrooms as a Vehicle for Advancing Equity.
Proceedings of FabLearn / Constructionism 2023: Full and Short Research Papers, 2023
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
Künstliche Intell., 2022
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
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
Comput. Educ., 2020
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
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
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019
2018
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
Proceedings of the Rethinking learning in the digital age: Making the Learning Sciences count, 2018
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
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
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
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
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
Proceedings of the Emerging Research, Practice, and Policy on Computational Thinking., 2017
2016
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
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
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
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
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
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
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
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
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
Int. J. Gaming Comput. Mediat. Simulations, 2010
Investigating the "Why" in Whypox: Casual and Systematic Explorations of a Virtual Epidemic.
Games Cult., 2010
''Blacks Deserve Bodies Too!'': Design and Discussion About Diversity and Race in a Tween Virtual World.
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
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
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009
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
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
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
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
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008
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
2003
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
Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, 1997
1996
Proceedings of the Learning for the Real World: Proceedings of the Second International Conference on the Learning Sciences, 1996
1995
Proceedings of the Third ACM International Conference on Multimedia '95, 1995
Proceedings of the 1st Conference on Designing Interactive Systems: Processes, 1995
1994