102 results on '"Kafai, Yasmin B."'
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2. Learning about Data, Algorithms, and Algorithmic Justice on TikTok in Personally Meaningful Ways
3. Youth as Peer Auditors: Engaging Teenagers with Algorithm Auditing of Machine Learning Applications
4. Investigating Youths' Everyday Understanding of Machine Learning Applications: a Knowledge-in-Pieces Perspective
5. Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities
6. Connecting Beliefs, Mindsets, Anxiety, and Self-Efficacy in Computer Science Learning: An Instrument for Capturing Secondary School Students' Self-Beliefs
7. Making Sense of Machine Learning: Integrating Youth's Conceptual, Creative, and Critical Understandings of AI
8. Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science
9. Conceptualizing Approaches to Critical Computing Education: Inquiry, Design and Reimagination
10. Computer Science for Multilingual Students
11. Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students
12. Designing Constructionist Futures: The Art, Theory, and Practice of Learning Designs
13. Examining the materiality and spatiality of design scaffolds in computational making
14. Teaching Computational Thinking with Electronic Textiles: Modeling Iterative Practices and Supporting Personal Projects in Exploring Computer Science
15. Programming by Choice: Urban Youth Learning Programming with Scratch
16. Youth as Media Art Designers: Workshops for Creative Coding
17. What Videogame Making Can Teach Us about Literacy and Learning: Alternative Pathways into Participatory Culture
18. Constructionist visions: Hard fun with serious games
19. Learning Affordances of Collaborative Educational Multimedia Design by Children.
20. Mentoring partnerships in a community technology centre: A constructionist approach for fostering equitable service learning
21. From SuperGoo to Scratch: exploring creative digital media production in informal learning
22. Affordances of Collaborative Software Design Planning for Elementary Students' Science Talk
23. Social Aspects of Digital Libraries. Final Report to the National Science Foundation
24. Connected Code: Why Children Need to Learn Programming. MacArthur Foundation Series on Digital Media and Learning
25. Computer Programming Goes Back to School
26. Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production
27. A Connective Ethnography of Peer Knowledge Sharing and Diffusion in a Tween Virtual World
28. Understanding Virtual Epidemics: Children's Folk Conceptions of a Computer Virus
29. Mixed Methods for Mixed Reality: Understanding Users' Avatar Activities in Virtual Worlds
30. Beyond Barbie[R] and Mortal Kombat: New Perspectives on Gender and Gaming
31. Children's Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases
32. Computer programming goes back to school
33. Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production
34. Affordances of Collaborative Software Design Planning for Elementary Students' Science Talk.
35. Spaces for Change: Gender and Technology Access in Collaborative Software Design.
36. Understanding Virtual Epidemics: Children's Folk Conceptions of a Computer Virus
37. Mixed Methods for Mixed Reality: Understanding Users' Avatar Activities in Virtual Worlds
38. Children's Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases
39. Computer Science for Multilingual Students
40. Spaces for Change: Gender and Technology Access in Collaborative Software Design
41. A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world
42. STEAM Maker Education: Conceal/Reveal of Personal, Artistic and Computational Dimensions in High School Student Projects
43. Entering the clubhouse: case studies of young programmers joining the online scratch communities
44. Framing Computational Thinking for Computational Literacies in K-12 Education
45. The Ethics of Play and Participation in a Tween Virtual World: Cheating Practices and Perspectives in the Whyville Community
46. Connected Code : Why Children Need to Learn Programming
47. Connected Play : Tweens in a Virtual World
48. Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases
49. Putting Making into High School Computer Science Classrooms: Promoting Equity in Teaching and Learning with Electronic Textiles in Exploring Computer Science
50. Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students
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