Yasmin Kafai
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Yasmin Kafai's Degrees
- PhD Learning Sciences Stanford University
- Masters Computer Science Stanford University
- Bachelors Psychology University of California, Berkeley
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Why Is Yasmin Kafai Influential?
(Suggest an Edit or Addition)According to Wikipedia, Yasmin B. Kafai is a German American academic who is Professor of Learning Sciences at the University of Pennsylvania Graduate School of Education, with a secondary appointment in Computer and Information Sciences at University of Pennsylvania School of Engineering and Applied Science. She is a past president of the International Society of the Learning Sciences , and an executive editor of the Journal of the Learning Sciences.
Yasmin Kafai's Published Works
Published Works
- Scratch: programming for all (2009) (2661)
- Constructionism in Practice: Designing, Thinking, and Learning in A Digital World (1996) (967)
- Minds In Play: Computer Game Design as a Context for Children''s (1994) (551)
- Playing and Making Games for Learning (2006) (548)
- Programming by choice: urban youth learning programming with scratch (2008) (475)
- Scratch (2009) (440)
- Scratch: A Sneak Preview (2004) (332)
- A Crafts-Oriented Approach to Computing in High School (2014) (266)
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015) (230)
- Electronic Textiles as Disruptive Designs: Supporting and Challenging Maker Activities in Schools (2014) (229)
- Connected Code: Why Children Need to Learn Programming (2014) (222)
- From SuperGoo to Scratch: exploring creative digital media production in informal learning (2007) (220)
- How computer games help children learn (2008) (212)
- Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (2008) (187)
- Internet Web-Searching Instruction in the Elementary Classroom: Building a Foundation for Information Literacy. (1997) (162)
- From computational thinking to computational participation in K--12 education (2016) (158)
- Scratch: a sneak preview [education] (2004) (146)
- Game Design as an Interactive Learning Environment for Fostering Students' and Teachers' Mathematical Inquiry (1998) (143)
- Computer Programming Goes Back to School (2013) (143)
- Children as designers of educational multimedia software (1997) (123)
- Youth, Technology, and DIY (2011) (122)
- The writers' workshop for youth programmers: digital storytelling with scratch in middle school classrooms (2012) (116)
- A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world (2009) (114)
- The Educational Potential of Electronic Games: From Games-to-Teach to Games-to-Learn (2001) (111)
- Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases (2006) (110)
- The Computer Clubhouse: Constructionism and Creativity in Youth Communities. Technology, Education--Connections. (2009) (105)
- Ethnocomputing with electronic textiles: culturally responsive open design to broaden participation in computing in American indian youth and communities (2014) (99)
- Programming in the wild: trends in youth computational participation in the online scratch community (2014) (95)
- Your Second Selves (2010) (92)
- Interacting with Video (1996) (90)
- Gender Differences in Children's Constructions of Video Games (1996) (89)
- Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds (2008) (89)
- StitchFest: Diversifying a College Hackathon to Broaden Participation and Perceptions in Computing (2015) (89)
- ‘‘Blacks Deserve Bodies Too!’’: Design and Discussion About Diversity and Race in a Tween Virtual World (2010) (84)
- Makeology : Makerspaces as Learning Environments (Volume 1) (2016) (81)
- Learning Design by Making Games: Children's Development of Design Strategies in the Creation of a Complex Computational Artifact (2012) (77)
- From tools to communities: designs to support online creative collaboration in scratch (2012) (75)
- The social turn in K-12 programming: moving from computational thinking to computational participation (2013) (74)
- Affordances of Collaborative Software Design Planning for Elementary Students' Science Talk (2001) (72)
- What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture (2007) (71)
- Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities (2010) (71)
- From Theory Bias to Theory Dialogue: Embracing Cognitive, Situated, and Critical Framings of Computational Thinking in K-12 CS Education (2019) (70)
- Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies (2006) (69)
- Boys' Needlework: Understanding Gendered and Indigenous Perspectives on Computing and Crafting with Electronic Textiles (2015) (62)
- Putting Making into High School Computer Science Classrooms: Promoting Equity in Teaching and Learning with Electronic Textiles in Exploring Computer Science (2018) (62)
- A Networked, Media-Rich Programming Environment to Enhance Technological Fluency at After-School Centers in Economically-Disadvantaged Communities (2003) (61)
- Make, wear, play: remix designs of wearable controllers for scratch games by middle school youth (2015) (60)
- Social aspects of digital libraries (1995) (60)
- Programming & storytelling: opportunities for learning about coding & composition (2010) (59)
- Peer Pedagogy: Student Collaboration and Reflection in a Learning-Through-Design Project (2008) (57)
- Mentoring partnerships in a community technology centre: A constructionist approach for fostering equitable service learning (2008) (52)
- Connected Play: Tweens in a Virtual World (2013) (52)
- Investigating the ‘‘Why’’ in Whypox (2009) (52)
- The programmers’ collective: fostering participatory culture by making music videos in a high school Scratch coding workshop (2015) (51)
- Elementary School Students' Computer and Internet Use at Home: Current Trends and Issues (1999) (50)
- Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming (2016) (48)
- Life in the Times of Whypox: A Virtual Epidemic as a Community Event (2007) (47)
- Your Second Selves: Avatar Designs and Identity Play in a Teen Virtual World (2007) (45)
- Software by kids for kids (1996) (44)
- Children as designers, testers, and evaluators of educational software (1998) (44)
- Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy (2016) (43)
- High Tech Programmers in Low-Income Communities: Creating a Computer Culture in a Community Technology Center (2007) (42)
- The Classroom as "Living Laboratory": Design-Based Research for Understanding, Comparing, and Evaluating Learning Science Through Design (2005) (42)
- World of Whyville (2010) (42)
- Stitching Codeable Circuits: High School Students’ Learning About Circuitry and Coding with Electronic Textiles (2017) (40)
- ‘‘Stealing From Grandma’’ or Generating Cultural Knowledge? (2010) (40)
- Social Aspects of Digital Libraries. Final Report to the National Science Foundation (1996) (39)
- Spaces for Change: Gender and Technology Access in Collaborative Software Design (2000) (39)
- Creative Coding : Programming for Personal Expression (2005) (38)
- Youth Computational Participation in the Wild (2017) (38)
- Proceedings of the 6th international conference on Learning sciences (2004) (37)
- Integrating Primary Sources into the Elementary School Classroom: A Case Study of Teachers' Perspectives (1999) (36)
- Computational Participation: Understanding Coding as an Extension of Literacy Instruction. (2016) (36)
- Cupcake cushions, scooby doo shirts, and soft boomboxes: e-textiles in high school to promote computational concepts, practices, and perceptions (2013) (35)
- Understanding Virtual Epidemics: Children’s Folk Conceptions of a Computer Virus (2008) (33)
- Constructionist Gaming Beyond the Screen: Middle School Students' Crafting and Computing of Touchpads, Board Games, and Controllers (2015) (32)
- Deconstruction Kits for Learning: Students' Collaborative Debugging of Electronic Textile Designs (2016) (32)
- Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games (2014) (31)
- Debuggems to assess student learning in e-textiles (abstract only) (2012) (31)
- Knowing and Throwing Mudballs, Hearts, Pies, and Flowers (2008) (31)
- Gaming Fluencies: Pathways into Participatory Culture in a Community Design Studio (2009) (30)
- The Use of Historical Materials in Elementary Science Classrooms. (2001) (29)
- Cheating in virtual worlds: transgressive designs for learning (2009) (29)
- Collaboration, computation, and creativity: media arts practices in urban youth culture (2007) (29)
- Collaborative Agency in Youth Online and Offline Creative Production in Scratch (2012) (28)
- Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles (2015) (28)
- Diversifying high school students' views about computing with electronic textiles (2014) (28)
- Pink , Purple , Casual , or Mainstream Games : Moving Beyond the Gender Divide (2011) (26)
- Blind Spots in Youth DIY Programming: Examining Diversity in Creators, Content, and Comments within the Scratch Online Community (2016) (26)
- Virtual Playgrounds: Children's Multi‐User Virtual Environments for Playing and Learning with Science (2008) (26)
- Understanding Collaborative Practices in the Scratch Online Community: Patterns of Participation Among Youth Designers (2013) (25)
- Growing Designs with biomakerlab in High School Classrooms (2017) (25)
- Children designing software for children: what can we learn? (2003) (24)
- Electronic Play Worlds: Gender Differences in Children's Construction of Video Games (2012) (23)
- The education arcade: crafting, remixing, and playing with controllers for Scratch games (2013) (23)
- Hi-Lo tech games: crafting, coding and collaboration of augmented board games by high school youth (2015) (22)
- Fröbel's forgotten gift: textile construction kits as pathways into play, design and computation (2010) (22)
- Investigating the "Why" in Whypox: Casual and Systematic Explorations of a Virtual Epidemic (2010) (22)
- Stitching the Loop with Electronic Textiles: Promoting Equity in High School Students' Competencies and Perceptions of Computer Science (2019) (22)
- A Revaluation of Computational Thinking in K–12 Education: Moving Toward Computational Literacies (2021) (21)
- Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World (2007) (21)
- Professional Development for Teachers on Gender Equity in the Sciences: Initiating the Conversation (2007) (21)
- Computational gifts for the Barney generation (1994) (21)
- “I have a tutorial for this”: the language of online peer support in the scratch programming community (2015) (21)
- Debugging open-ended designs: High school students’ perceptions of failure and success in an electronic textiles design activity (2018) (20)
- Coding by Choice: A Transitional Analysis of Social Participation Patterns and Programming Contributions in the Online Scratch Community (2016) (20)
- Meaningful Contexts for Mathematical Learning: The Potential of Game Making (1996) (20)
- "Blacks Deserve Bodies Too!" Design and Discussion about Diversity and Race in a Tween Online World (2007) (20)
- A cascading mentoring pedagogy in a CS service learning course to broaden participation and perceptions (2013) (19)
- Functional Aesthetics for Learning: Creative Tensions in Youth e-Textile Designs (2012) (19)
- Supporting making online: the role of artifact, teacher and peer interactions in crafting electronic textiles (2020) (19)
- From theory bias to theory dialogue (2020) (19)
- High tech programmers in low-income communities: Seeding reform in a community technology center (2007) (18)
- Teaching Practices for Making E-Textiles in High School Computing Classrooms (2017) (18)
- Making Learning Visible: Connecting Crafts, Circuitry & Coding in E-Textile Designs (2012) (18)
- Ethics and the Computer: Children's Development of Moral Reasoning about Computer and Internet Use (2001) (18)
- Beyond Small Groups: New Opportunities for Research in Computer-Supported Collective Learning (2011) (17)
- Electronic Textiles in Computer Science Education: A Synthesis of Efforts to Broaden Participation, Increase Interest, and Deepen Learning (2019) (17)
- Rethinking Debugging as Productive Failure for CS Education (2019) (16)
- Introduction to This Volume (2016) (16)
- Novice Programmers Talking about Projects: What Automated Text Analysis Reveals about Online Scratch Users' Comments (2014) (16)
- Learner-centered system design: HCI perspective for the future (1995) (16)
- What makes competitions fun to participate?: the role of audience for middle school game designers (2012) (16)
- Making physical and digital games with e-textiles: a workshop for youth making responsive wearable games and controllers (2015) (15)
- Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World (2009) (15)
- The Cambridge Handbook of the Learning Sciences: Constructionism (2005) (15)
- Computational Participation: Teaching Kids to Create and Connect Through Code (2017) (15)
- Beyond Game Design for Broadening Participation: Building New Clubhouses of Computing for Girls (2014) (15)
- Teaching Computational Thinking with Electronic Textiles: Modeling Iterative Practices and Supporting Personal Projects in Exploring Computer Science (2019) (15)
- Principal influence: sustaining a vision for powerful new forms of learning using technology (2003) (15)
- Connected Making: Designing for Youth Learning in Online Maker Communities In and Out of Schools (2016) (14)
- Tracing insider knowledge across time and spaces: a connective ethnography in a teen online game world (2007) (14)
- Constructionist visions: Hard fun with serious games (2018) (14)
- Makeology : Makers as Learners (Volume 2) (2016) (14)
- Connected messages: a maker approach to interactive community murals with youth (2014) (13)
- Multi-Modal Investigations of Relationship Play in Virtual Worlds (2010) (13)
- Computational concepts, practices, and collaboration in high school students’ debugging electronic textile projects (2018) (12)
- Issues in Project-Based Science Activities: Children's Constructions of Ocean Software Games. (1996) (12)
- Making more of games: Cultivating perspective-taking through game design (2020) (12)
- Communicating computational concepts and practices within high school students’ portfolios of making electronic textiles (2020) (12)
- Application of Dublin Core metadata in the description of digital primary sources in elementary school classrooms (2000) (12)
- Digital Dilemmas: How Elementary Preservice Teachers Reason about Appropriate Computer and Internet Use and Their Predictions of Students’ Judgments and Justifications (2007) (12)
- Models of Educational Computing @ Home: New Frontiers for Research on Technology in Learning. (2002) (11)
- INTERACTIVE STORYTELLING FOR PROMOTING CREATIVE EXPRESSION IN MEDIA AND CODING IN YOUTH ONLINE COLLABORATIVES IN SCRATCH (2014) (11)
- Collaborative Maker Activities in the Classroom: Case Studies of High School Student Pairs' Interactions in Designing Electronic Textiles (2016) (11)
- The computer clubhouse: A place for youth (2009) (11)
- What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment (2005) (10)
- Interactive Stitch Sampler (2020) (10)
- Everyday creativity in novice e-textile designs (2011) (10)
- Collaborative Electronic Textile Designs by High School Youth: Challenges and Opportunities in Connecting Crafts, Circuits, and Code (2015) (10)
- Clubhouse : constructionism and creativity in youth communities (2012) (10)
- Games, Learning, and Society: Developing Gaming Fluencies with Scratch (2012) (10)
- Collaboration by Choice: Youth Online Creative Collabs in Scratch (2011) (10)
- Educational Software Reviews under Investigation (2002) (10)
- Navigating Life as an Avatar: The Shifting Identities-in-Practice of a Girl Player in a Tween Virtual World (2012) (10)
- Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students (2019) (10)
- Beyond Barbie and Mortal Kombat: new perspectives on girls and games (2009) (9)
- Making Game Artifacts To Facilitate Rich and Meaningful Learning. (1995) (9)
- Responsive Make and Play: Youth Making Physically and Digitally Interactive and Wearable Game Controllers (2015) (9)
- Pair Debugging of Electronic Textiles Projects: Analyzing Think-Aloud Protocols for High School Students' Strategies and Practices While Problem Solving (2020) (9)
- Charting the Identity Turn in K-12 Computer Science Education: Developing More Inclusive Learning Pathways for Identities (2020) (9)
- Learning by Fixing and Designing Problems: A Reconstruction Kit for Debugging E-Textiles (2017) (9)
- Safeguarding Play in Virtual Worlds: Designs and Perspectives on Tween Player Participation in Community Management (2010) (9)
- Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts (2021) (9)
- Design Considerations for Capturing Computational Thinking Practices in High School Students' Electronic Textile Portfolios (2018) (9)
- Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework (2007) (8)
- The implications of a theory of play for the design of computer toys (panel) (1997) (8)
- The State of the Field in Computational Thinking Assessment (2018) (8)
- "A Totally Different World": Playing and Learning in Multi-User Virtual Environments (2005) (8)
- The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community (2017) (8)
- What Videogame Making Can Teach Us About Access and Ethics in Participatory Culture (2009) (8)
- Student Maker Portfolios: Promoting Computational Communication and Reflection in Crafting E-Textiles (2019) (8)
- Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World (2007) (8)
- Embracing Diversity in the Learning Sciences : Proceedings of the Sixth International Conference of the Learning Sciences (2012) (8)
- Considering gender in digital games: implications for serious game designs in the learning sciences (2008) (8)
- A Maker Studio Model for High School Classrooms: The Nature and Role of Critique in an Electronic Textiles Design Project (2019) (7)
- Boys' Play in the Fourth Space: Freedom of Movements in a Tween Virtual World (2009) (7)
- Understanding Media Literacy and DIY Creativity in Youth Digital Productions (2018) (7)
- Understanding High School Students' Reading, Remixing, and Writing Codeable Circuits for Electronic Textiles (2017) (7)
- Connected civic gaming: rethinking the role of video games in civic education (2019) (7)
- Leveraging local resources and contexts for inclusive computer science classrooms: Reflections from experienced high school teachers implementing electronic textiles (2020) (7)
- Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic (2017) (6)
- Collaborative Agency in Youth Online Creative Production in Scratch (2011) (6)
- Is Sewing a “Girl’s Sport”? Addressing Gender Issues in Making With Electronic Textiles (2016) (6)
- Virtual Epidemics as Learning Laboratories in Virtual Worlds (2010) (6)
- Pair physical computing: high school students’ practices and perceptions of collaborative coding and crafting with electronic textiles (2020) (6)
- Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play (2012) (6)
- Clubs, Homes, and Online Communities as Contexts for Engaging Youth in Technological Fluency Building Activities (2006) (6)
- Creative Codings: Investigating Cultural, Personal, and Epistemological Connections in Media Arts Programming (2006) (6)
- Your Second Selves: Resources, Agency and Constraints in Avatar Design in a Tween Online World (2007) (6)
- Media designs with scratch: what urban youth can learn about programming in a computer Clubhouse (2008) (5)
- STEAM Maker Education: Conceal/Reveal of Personal, Artistic and Computational Dimensions in High School Student Projects (2020) (5)
- New perspectives on learning through (game) design (2008) (5)
- Motivating and Broadening Participation: Competitions, Contests, Challenges, and Circles for Supporting STEM Learning (2014) (5)
- Seeds of a Computer Culture: An Archival Analysis of Programming Artifacts from a Community Technology Center (2006) (5)
- Biohacking Food: A Case Study of Science Inquiry and Design Reflections about a Synthetic Biology High School Workshop (2018) (5)
- Connecting play: understanding multimodal participation in virtual worlds (2012) (5)
- Perceptions of Productive Failure in Design Projects: High School Students' Challenges in Making Electronic Textiles (2016) (5)
- Cultural Repertoires: Indigenous youth creating with place and story (2018) (5)
- Making the Connections Visible: Crafting, Circuitry, and Coding in High School E-Textile (2012) (5)
- Youth as media art designers: workshops for creative coding (2008) (5)
- Editors’ Farewell Note (2013) (5)
- Computing for all?: Examining critical biases in computational tools for learning (2020) (5)
- Promoting socio-political identification with computer science: How high school youth restory their identities through electronic textile quilts (2021) (5)
- Stealing from Grandma or Generating Knowledge? Constestations and Effects of Cheating in Whyville (2010) (5)
- The Programmers' Collective: Connecting Collaboration and Computation in a High School Scratch Mashup Coding Workshop (2014) (4)
- Reflections on Pair E-Crafting: High School Students' Approaches to Collaboration in Electronic Textiles Projects (2017) (4)
- Social Interactions in Virtual Worlds: Patterns and Participation of Tween Relationship Play (2012) (4)
- Real arguments about a virtual epidemic: conversations and contestations in a tween gaming club (2008) (4)
- The Cambridge Handbook of the Learning Sciences: Learning in Virtual Worlds (2014) (4)
- Computer Programming Goes Back to School: Learning Programming Introduces Students to Solving Problems, Designing Applications, and Making Connections Online (2013) (4)
- Learning through artifacts: Communities of practice in classrooms (1996) (4)
- Turning Bugs into Learning Opportunities: Understanding Debugging Processes, Perspectives, and Pedagogies (2020) (4)
- Libraries as Emerging Spaces for Computer-Supported Collaborative Learning in Schools and Communities (2017) (4)
- Children's reasoning about moral dilemmas involving computers and internet use in school and at home (2005) (4)
- The biodesign studio: Constructions and reflections of high school youth on making with living media (2021) (4)
- Collaboration in Informal Learning Environments: Access and Participation in Youth Virtual Communities (2012) (4)
- Plagues and people: engineering player participation and prevention in a virtual epidemic (2017) (4)
- New literacies and the learning sciences: a framework for understanding youths' media arts practices (2008) (4)
- Learning from Krumping: collective agency in dance performance cultures (2008) (4)
- The ethics of play and participation in a tween virtual world: Continuity and change in cheating practices and perspectives in the Whyville community (2019) (4)
- Bugs as a Nexus for Emergent Peer Collaborations: Contextual and Classroom Supports for Solving Problems in Electronic Textiles (2019) (4)
- A Clubhouse of their Own: A Role-Playing Game Society in the Scratch Programming Community (2012) (4)
- Connected Gaming: An Inclusive Perspective for Serious Gaming (2017) (4)
- Mindstorms 2.0 Children, Programming, and Computational Participation (2014) (3)
- Collaborative Coding and Composing of JazzHands: Integrating the Learning of Advanced Computational Concepts with Electronic Textiles to Make Music Wearables (2019) (3)
- Making games, art, and animations with Scratch (2009) (3)
- Evaluating Students’ Multimedia Science Design Projects in the Elementary Classroom (2007) (3)
- Designing for Connected Making : Supports for Collaboration and Community Building in Crafting Activities (2016) (3)
- Elementary students' perceptions of social networks: development, experience, and equity in collaborative software design activities (2002) (3)
- Mixed Methods for Mixed Reality: Overcoming Methodological Challenges to Understand User Activity in a Massive Multi-User Virtual Environment (2007) (3)
- CodeQuilt: Designing an Hour of Code Activity for Creative and Critical Engagement with Computing (2021) (3)
- Consensual assessment in the new domain of e-textiles: Comparing insights from expert, quasi-expert, and novice judges. (2020) (3)
- Developing a design culture in a computer clubhouse: the role of local practices and mediators (2008) (3)
- Articulating creativity in a new domain: expert insights from the field of e-textiles (2011) (3)
- Investigating Creative and Critical Engagement with Computing in the Hour of Code (Practical Report) (2021) (3)
- Examining the materiality and spatiality of design scaffolds in computational making (2021) (3)
- The Development of Participatory Competencies in Virtual Worlds (2009) (3)
- Beyond Freedom of Movement (2012) (3)
- Give Girls Some Space: Gender Equity in Collaborative Technology Activities. (1998) (3)
- "Digital fluency" should mean designing, creating, and remixing, not just browsing, chatting, and interacting. (2009) (3)
- Give Girls Some Space: Considering Gender in Collaborative Software Programming Activities (1998) (3)
- Bringing 21st-century science into schools (2020) (3)
- Entering the Clubhouse : Case Studies of Young Programmers Joining the Scratch Community (2009) (3)
- Looking Ahead: Professional Development Needs for Experienced CS Teachers (2020) (3)
- Discussion of Conclusions (2012) (2)
- Broadening participation in and perceptions of computing through cascading mentoring: Implementing a CS community service learning course (2013) (2)
- "They Have Their Own Thoughts": A Story of Constructionist Learning in an Alternative African- Centered Community School (2012) (2)
- Play and Technology (2021) (2)
- Reimagining and Co-designing with Youth an Hour of Code Activity for Critical Engagement with Computing (2022) (2)
- Sustaining girls' participation in STEM, gaming and making (2018) (2)
- Understanding Player Participation and Practices in Virtual Worlds: A Proposal for Qualitative Analyses of Log File Data (2012) (2)
- Advancing Opportunities for CS Teachers: How To Best Support Professional Development for Experienced Teachers in K-12 CS Education (2022) (2)
- Combining Video Games and Constructionist Design to Support Deep Learning in Play (2014) (2)
- Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection (2021) (2)
- The MAKE movement and connections to the CSCL community (2013) (2)
- Building new clubhouses: Opening doors to computing for girls and boys with electronic textiles (2013) (2)
- Bridging Crafting and Computing in Making : Designing Interactive Touchpads and Board Games With MaKey MaKey (2016) (2)
- A Revaluation of How We Think about Making: Examining Assembly Practices and Artifact Imagination in Biomaking (2019) (2)
- Communicating about computational thinking: understanding affordances of portfolios for assessing high school students’ computational thinking and participation practices (2021) (2)
- Notes from the New Editors-in-Chief (2009) (2)
- E-Textile Artifacts as Laminated of Personal, Peer, and Academic Values (2012) (1)
- Where in the World is the Science in Whyville? Informal Science in a Multi-User Virtual Community (2007) (1)
- The Ethics of Play and Participation in a Tween Virtual World: Cheating Practices and Perspectives in the Whyville Community (2019) (1)
- Designing software for learning Logo (1997) (1)
- Making Technology Visible: Connecting the Learning of Crafts, Circuitry and Coding in Etextiles by Youth Designers (2012) (1)
- Mike Eisenberg: A One of a Kind Pioneer in the Learning Sciences (2019) (1)
- Games in the Learning Sciences (2018) (1)
- Learning Affordances of Collaborative Educational Multimedia Design by Children. (1998) (1)
- Understanding the Creative and Collaborative Literacy Practices in the Scratch Online Community: A Role Playing Case Study (2012) (1)
- Constructing the Self in a Digital World: Navigating Life as an Avatar (2012) (1)
- Teaching and learning about respiratory infectious diseases: A scoping review of interventions in K‐12 education (2022) (1)
- Program Comprehension with Physical Computing: A Structure, Function, and Behavior Analysis of Think-Alouds with High School Students (2021) (1)
- Crafting Identities: E-Textile Artifacts as Mediators in High Tech Communities (2011) (1)
- Valentine Games: Anticipatory Flirting and Dating in a Tween Virtual World (2009) (1)
- Collaborative Educational Multimedia Design by Children: Do All Learners Benefit Equally?. (1998) (1)
- Affordances of Digital, Textile and Living Media for Designing and Learning Biology in K-12 Education (2018) (1)
- A Scaled Analysis of How Minecraft Gamers Leverage YouTube Comment Boxes to Participate and Collaborate (2019) (1)
- Arguing about Synthetic Biology in 140 Characters or Less: Affordances of Microblogging for High School Students Discussions of Socioscientific Issues (2019) (1)
- Tools for Biomakers: Reviewing Affordances and Challenges for K-12 Hands-On Making with Biology (2020) (1)
- Building a Home for the Maker Movement (2018) (1)
- Survey: Artificial Intelligence, Computational Thinking and Learning (2022) (1)
- Connected Gaming: Towards Integrating Instructionist and Constructionist Approaches in K-12 Gaming (2014) (1)
- The Role of Different Narratives in Recognizing Peer Expertise in Collaborative Programming Projects (2011) (0)
- Making Connected Messages (2018) (0)
- When a Glove Becomes a Gun: From Personally Meaningful to Socially Critical Restorying in Maker Activities (2020) (0)
- Games in Schools, Club, Homes and Fandom Communities: Opportunities and Challenges in Understanding Learning Collaboration (2007) (0)
- "Should I Get this Skin Color for My Head?" Conversations About Race in a Tween Gaming Club (2008) (0)
- A Redesigned Reconstruction Kit for Rapid Collaborative Debugging and Designing of E-Textiles (2020) (0)
- Conceptualizing Approaches to Critical Computing Education: Inquiry, Design and Reimagination (2023) (0)
- Fixing Short Circuits and Faulty Code: Learning From Productive Failure With Electronic Textiles (2016) (0)
- Notional Machines in a Semester-long Introductory Physical Computing High School Unit (2021) (0)
- Everyday Creativity in Novice E-Textile Designs: Remixing as Interpretive Flexibility (2011) (0)
- Girl Gamers in Virtual Worlds: Portraits of Participation and Positioning in a Tween Gaming Club (2008) (0)
- How Does Someone Become a Whyvillian? Issues of Race, Gender, and Trading Face Parts in a Case Study of Tween Play in a Virtual World (2008) (0)
- Multimedia and Education: Magic, Myth or Miracle Cure? (Panel). (1995) (0)
- The multiple roles of mentors (2009) (0)
- Different Perspectives of Computer-Supported Collaborative Learning: The Case of the Software Design Project (2000) (0)
- Projectile Throwing as a Tool to Mediate Relationships: A Connective Ethnography of Gaming Practice in a Tween Virtual World (2008) (0)
- Personal Embodiment, Social Enactment: Collaborative Learning With Body Technology (2019) (0)
- Creative Entrances to Co-Design: Exploring Collaboration through Fiction, Fairy tales, and Games (2022) (0)
- Connective Ethnography of Gaming Practices Knowing and Throwing Mudballs , Hearts , Pies , and Flowers : A (2009) (0)
- Designing and Debugging with Electronic Textiles: Diversifying Participation and Deepening Learning in K-12 Computer Science Education (Invited Keynote) (2019) (0)
- The reflective mentor: charting undergraduates' responses to computer science service learning (abstract only) (2012) (0)
- "Maker Innovators": A Workshop for Youth Creating Responsive and Wearable Game Interfaces with Tangible and Digital Construction Toolkits (Abstract Only) (2015) (0)
- "Why Are Newbies White?" Discussing and Designing Race in a Tween Virtual World (2007) (0)
- Making Sense of Machine Learning: Integrating Youth's Conceptual, Creative, and Critical Understandings of AI (2023) (0)
- Creative Play in Virtual Worlds: Avatar Designs, Language Play, and Cheats (2013) (0)
- Video production and dance performances (2009) (0)
- Learning Through Design: A Comparative Evaluation (2012) (0)
- Stitching Codeable Circuits: High School Students’ Learning About Circuitry and Coding with Electronic Textiles (2017) (0)
- Computational Thinking as a Social Movement (2022) (0)
- Constructionism can work: the story of ScratchMaths (2019) (0)
- From outcast to expert: identities as a conceptual lens for studying learning through design across spaces (2009) (0)
- Collaboration in Informal Learning Environments (2013) (0)
- The Development of Distributed Expertise Across Physical and Virtual Worlds in a Teen Gaming Club (2007) (0)
- Illegitimate practices as legitimate participation: game cheat sites in a teen virtual world (2007) (0)
- Is Computational Empowerment Promoted in the Hour of Code? Analyzing Opportunities for Conceptual, Creative, and Critical Engagement in the Design of Introductory Computing Activities (2022) (0)
- Software by kids for kids : Learner-centered design (1996) (0)
- Perspectives from the field: It takes a village to raise a clubhouse (2009) (0)
- Restorying a Black girl’s future: Using womanist storytelling methodologies to reimagine dominant narratives in computing education (2023) (0)
- Editors' Notes (2009) (0)
- A place for the future (2009) (0)
- "Sewing is a Girls' Sport": Gendered Identities and E-Textiles Design (2011) (0)
- Integrating arts and computation. Applying a studio arts model of learning to programming interactive stories in Scratch (2013) (0)
- Perspectives on Scales, Contexts, and Directionality of Collaborations in and Around Virtual Worlds and Video Games (2021) (0)
- Tracing Learning Across, Within, and Between "Real" and "Virtual" Worlds: A Discussion of Methods, Ethics, and Findings (2009) (0)
- Editors' Note (2011) (0)
- Correction to: Computational Thinking as a Social Movement (2022) (0)
- Making the Connections: Crafting, Circuitry, and Coding in High School E-Textile Workshops (2012) (0)
- To Cheat or Not to Cheat? Practices, Purposes, and Politics of Cheating in Online Games (2007) (0)
- Race, Gender, and Trading Face Parts: A Case Study of Identity Construction in a Tween Virtual World (2008) (0)
- Creating a Culture of Critical Game Designers in Elementary Classrooms and Clubs (2008) (0)
- From Beyond Barbie and Mortal Kombat : New Perspectives on Gender , Games , and Computing (2006) (0)
- Editors' Note (2010) (0)
- Texts, Tools, Games, and Simulations for Learning About Infectious Diseases: What Do We Know? (Poster 5) (2022) (0)
- Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science (2023) (0)
- Cultivating Creativity and Critically in Schools and After-School Programs with Scratch (2010) (0)
- Computational Thinking as a Social Movement (2022) (0)
- Multimedia and education (panel): magic, myth or miracle cure? (1995) (0)
- Considering Influences on Identity and Learning in Students' Electronic Design Processes (2012) (0)
- Connecting beliefs, mindsets, anxiety and self-efficacy in computer science learning: an instrument for capturing secondary school students’ self-beliefs (2023) (0)
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