Piaget's constructivism, Papert's constructionism: What's the difference, Future of learning group publication, vol.5, issue.3, p.438, 2001. ,
The simulation creation toolkit: an initial exploration into making programming accessible while preserving computational thinking, Proceeding of the 44th ACM technical symposium on Computer science education, pp.501-506, 2013. ,
Computational thinking and tinkering: Exploration of an early childhood robotics curriculum. Computers and Education, vol.72, pp.145-157, 2014. ,
Learning Through STEM-Rich Tinkering: Findings from a Jointly Negotiated Research Project Taken Up in Practice, Science Education, vol.99, issue.1, pp.98-120, 2015. ,
, Digital Fabrication and 'Making' in Education: The Democratization of Invention. FabLabs: Of Machines, Makers and Inventors, pp.1-21, 2013.
,
An assessment instrument of technological literacies in makerspaces and FabLabs, Journal of Engineering Education, vol.106, issue.1, pp.149-175, 2017. ,
Storymaking: Combining Making and Storytelling in a School Makerspace, Theory Into Practice, vol.56, issue.4, pp.271-281, 2017. ,
Girls on the go: a CS summer camp to attract and inspire female high school students, Proceeding of the 44th ACM technical symposium on Computer science education, pp.615-620, 2013. ,
The writers' workshop for youth programmers, Proceedings of the 43rd ACM Technical Symposium on Computer Science Education -SIGCSE'12, pp.433-438, 2012. ,
Fun in Making: Understanding the experience of fun and learning through curriculum-based Making in the elementary school classroom. Entertainment Computing, vol.18, pp.31-40, 2017. ,
Becoming Makers: Examining Making Literacy in the Elementary School Science Classroom, Proceedings of the 2017 Conference on Interaction Design and Children, pp.316-321, 2017. ,
Making the Maker: A Means-to-an-Ends approach to nurturing the Maker mindset in elementaryaged children, International Journal of Child-Computer Interaction, vol.5, pp.11-19, 2015. ,
From classroommaking to functional-making: A study in the development of making literacy, Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education, p.3, 2017. ,
Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts, Computers & Education, vol.58, issue.1, pp.240-249, 2012. ,
, Books, Butterflies, and 'Bots: Integrating Engineering and Robotics into Early Childhood Curricula. In Early Engineering Learning, pp.225-248, 2018.
Codespells: how to design quests to teach java concepts, Journal of Computing Sciences in Colleges, vol.29, issue.4, pp.114-122, 2014. ,
CodeSpells: bridging educational language features with industry-standard languages, Proceedings of the 14th Koli Calling International Conference on Computing Education Research, pp.5-14, 2014. ,
The programmers' collective: fostering participatory culture by making music videos in a high school Scratch coding workshop, Interactive Learning Environments, vol.23, issue.5, pp.613-633, 2015. ,
,
Assessment of computer science learning in a scratch-based outreach program, Proceeding of the 44th ACM technical symposium on Computer science education, pp.371-376, 2013. ,
Learning by playing and learning by making, International Conference on Serious Games Development and Applications, pp.76-85, 2013. ,
What motivates children to become creators of digital enriched artifacts?, Proceedings of the 9th ACM Conference on Creativity & Cognition, pp.104-113, 2013. ,
Code your own game: the case of children with hearing impairments, International Conference on Entertainment Computing, pp.108-116, 2014. ,
Happy girls engaging with technology: assessing emotions and engagement related to programming activities, International Conference on Learning and Collaboration Technologies, pp.398-409, 2014. ,
Hackerspaces and engineering education, IEEE Frontiers in Education Conference (FIE) Proceedings, pp.1-8, 2014. ,
April) TechHive: A STEM Learning Lab for Teens, 2018 CoNECD Conference, pp.1-13, 2018. ,
Learning through making and maker education, pp.589-594, 2017. ,
A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom, Educational Technology Research and Development, vol.67, issue.2, pp.277-302, 2018. ,
Codeable objects: computational design and digital fabrication for novice programmers, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp.1589-1598, 2013. ,
Designing a robotics-enhanced learning content for STEAM education, Ubiquitous Robots and Ambient Intelligence (URAI), pp.433-436, 2012. ,
Preservice Teachers' Beliefs About Using Maker Activities in Formal K-12 Educational Settings: A Multi-Institutional Study, Journal of Research on Technology in Education, vol.49, issue.3-4, pp.134-148, 2017. ,
Electronic textiles as disruptive designs: Supporting and challenging maker activities in schools, Harvard Educational Review, vol.84, issue.4, pp.532-556, 2014. ,
The Computer Clubhouse: Constructionism and Creativity in Youth Communities, Connections, 2009. ,
Cupcake cushions, scooby doo shirts, and soft boomboxes: e-textiles in high school to promote computational concepts, practices, and perceptions, Proceeding of the 44th ACM technical symposium on Computer science education, pp.311-316, 2013. ,
A Crafts-Oriented Approach to Computing in High School, ACM Transactions on Computing Education, vol.14, issue.1, pp.1-20, 2014. ,
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, pp.130-139, 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, pp.49-54, 2015. ,
Students designing video games about immunology: Insights for science learning, Computers in the Schools, vol.28, issue.3, pp.228-240, 2011. ,
Hackademia: building functional rather than accredited engineers, Proceedings of the 12th Participatory Design Conference, pp.129-138, 2012. ,
Are Females Disinclined to Tinker in Computer Science?, Proceedings of the 46th ACM Technical Symposium on Computer Science Education -SIGCSE '15, pp.102-107, 2015. ,
The effects of a pedagogical agent for informal science education on learner behaviors and self-efficacy, International Conference on Artificial Intelligence in Education, pp.309-318, 2013. ,
Playing in the arcade: Designing tangible interfaces with MaKey MaKey for Scratch games, Playful User Interfaces, pp.277-292, 2014. ,
Stitching Codeable Circuits: High School Students' Learning About Circuitry and Coding with Electronic Textiles, Journal of Science Education and Technology, vol.26, issue.5, pp.494-507, 2017. ,
The Promise of the Maker Movement for Education, Journal of Pre-College Engineering Education Research, vol.5, issue.1, 2015. ,
Invent to learn: Making, tinkering, and engineering in the classroom, vol.237, 2013. ,
Case studies in the personal fabrication of electronic products, Proceedings of the Designing Interactive Systems Conference, pp.268-277, 2012. ,
Microcontrollers as material: crafting circuits with paper, conductive ink, electronic components, and an untoolkit, Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, pp.83-90, 2013. ,
Scrapyard Challenge Jr., Adapting an art and design workshop to support STEM to STEAM learning experiences, IEEE 2nd Integrated STEM Education Conference, ISEC 2012, 2012. ,
Technology as small group face-to-face Collaborative Scaffolding. Computers and Education, vol.52, pp.147-153, 2009. ,
From Making to Micro-Manufacture: Catalyzing STEM Participation in Rural High Schools, Proceedings of the Conference on Creativity and Making in Education, pp.21-29, 2018. ,
Empirical studies on the Maker Movement, a promising approach to learning: A literature review. Entertainment Computing, vol.18, pp.57-78, 2017. ,
Mindstorms: Children, computers, and powerful ideas, 1980. ,
Meaningful Makers: Stuff, Sharing, and Connection in STEAM Curriculum, Art Education, vol.70, pp.36-43, 2017. ,
Handcrafting textile interfaces from a kit-of-no-parts, Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction -TEI '11, p.61, 2011. ,
Stitching circuits: Learning about circuitry through etextile materials, Journal of Science Education and Technology, vol.22, issue.5, pp.751-763, 2013. ,
STEAM-powered computing education: Using e-textiles to integrate the arts and STEM, Computer, vol.46, issue.9, pp.38-43, 2013. ,
First steps in the FabLab, Proceedings of the 24th Australian Computer-Human Interaction Conference on -OzCHI '12, pp.497-500, 2012. ,
Sketching in circuits: designing and building electronics on paper, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp.1713-1722, 2014. ,
A curriculum for teaching computer science through computational textiles, Proceedings of the 12th International Conference on Interaction Design and Children, pp.20-27, 2013. ,
From computational thinking to Computational Making, Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers -UbiComp '15, pp.401-402, 2015. ,
Discovery versus direct instruction: Learning outcomes of two pedagogical models using tangible interfaces, pp.364-371, 2015. ,
Designing "contexts for tinkerability" with undergraduates and children within the El Pueblo Magico social design experiment, International Journal for Research on Extended Education, vol.3, issue.1, pp.94-113, 2015. ,
Diversifying high school students' views about computing with electronic textiles, Proceedings of the Tenth Annual Conference on International Computing Education Research -ICER '14, pp.75-82, 2014. ,
Boys' Needlework: Understanding Gendered and Indigenous Perspectives on Computing and Crafting with Electronic Textiles, ICER, pp.31-39, 2015. ,
Learning in the making: A comparative case study of three makerspaces, Harvard Educational Review, vol.84, issue.4, pp.505-531, 2014. ,
Connected messages: a maker approach to interactive community murals with youth, Proceedings of the 2014 conference on Interaction design and children, pp.193-196, 2014. ,
Making and tinkering: A review of the literature, National Research Council Committee on Out of School Time STEM, pp.1-55, 2014. ,
Bridging inquiry-based science and constructionism: Exploring the alignment between students tinkering with code of computational models and goals of inquiry, Journal of Research in Science Teaching, vol.54, issue.5, pp.615-641, 2017. ,
Using app inventor in a K-12 summer camp, Proceeding of the 44th ACM technical symposium on Computer science education, pp.621-626, 2013. ,
Assessing the "Makers": The Impact of Principle-Based Reasoning on Hands-on, Project-Based Learning, Proceedings of the 2014 Conference of the Learning Sciences, pp.1147-1151, 2014. ,
Teaching design with a tinkering-driven robot hack, Frontiers in Education Conference (FIE, pp.1-6, 2016. ,