43 results on '"Litts, Breanne K."'
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2. Computing for All?: Examining Critical Biases in Computational Tools for Learning
3. Culturally Disruptive Research: A Critical (Re)engagement with Research Processes and Teaching Practices
4. Cultivating Staff Culture Online: How Edith Bowen Laboratory School Responded to COVID-19
5. Engaging Youth in Computational Thinking Practices through Designing Place-Based Mobile Games about Local Issues
6. Examining the materiality and spatiality of design scaffolds in computational making
7. Interacting Across Contexts: Augmented Reality Applications for Developing the Understanding of the Anthropocene
8. Culturally disruptive research: a critical (re)engagement with research processes and teaching practices
9. A Maker Studio Model for High School Classrooms: The Nature and Role of Critique in an Electronic Textiles Design Project
10. Location and Place: Two Design Dimensions of Augmented Reality in Mobile Technologies
11. The Graduation Game: Leveraging Mobile Technologies to Reimagine Academic Advising in Higher Education
12. Cultivating staff culture online: How Edith Bowen Laboratory School responded to COVID-19
13. Culturally Centered Curriculum: Sixth Graders' Learning Paths of Developing Knowledge About Native American Cultures
14. Community-Driven Design: A Reorientation to Designing Tools for Learning With Communities
15. Programming Time: Exploring Time as a Cultural Construct Across Novice Computational Platforms
16. Stitching Codeable Circuits: High School Students' Learning about Circuitry and Coding with Electronic Textiles
17. Debugging open-ended designs: High school students’ perceptions of failure and success in an electronic textiles design activity
18. Interacting Across Contexts: Augmented Reality Applications for Developing the Understanding of the Anthropocene
19. Stitching Codeable Circuits: High School Students' Learning About Circuitry and Coding with Electronic Textiles
20. Location and Place: Two Design Dimensions of Augmented Reality in Mobile Technologies
21. The Graduation Game: Leveraging Mobile Technologies to Reimagine Academic Advising in Higher Education
22. Learning with the Land: How Sixth Graders Restory Interactions with the Land Through Field Experiences
23. Learning in the Making: A Comparative Case Study of Three Makerspaces
24. Designing for Connected Making
25. The Role of Online Communication in a Maker Community
26. Examining Group Forgiveness: Conceptual and Empirical Issues
27. ARIS
28. Computing for all?: Examining critical biases in computational tools for learning
29. Exploring the Rhetorical Affordances of Augmented Reality in the Context of the Anthropocene
30. Stories from the field: locating and cultivating computational thinking in spaces of learning
31. Engaging youth in computational thinking practices through designing place-based mobile games about local issues
32. A Maker Studio Model for High School Classrooms: The Nature and Role of Critique in an Electronic Textiles Design Project
33. Computing for all?: Examining critical biases in computational tools for learning.
34. Debugging Computational Design: A Pedagogical Approach
35. I'm Drowning in Squirrels!
36. Mobile Augmented Reality
37. Engaging youth in computational thinking practices through designing place-based mobile games about local issues.
38. Connecting Space and Narrative in Culturally Responsive Making in ARIS with Indigenous Youth
39. Understanding High School Students' Reading, Remixing, and Writing Codeable Circuits for Electronic Textiles
40. Collaborative Maker Activities in the Classroom
41. Collaborative Maker Activities in the Classroom.
42. Resources, facilitation, and partnerships
43. Learning in the Making: A Comparative Case Study of Three Makerspaces.
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