Strengthening the Case for Pair Programming
IEEE Software
VL '96 Proceedings of the 1996 IEEE Symposium on Visual Languages
Evaluating the effectiveness of a new instructional approach
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
AgentCubes: Incremental 3D end-user development
Journal of Visual Languages and Computing
Communications of the ACM - Scratch Programming for All
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The do-it-yourself Web 2.0 culture is quickly creating and sharing more end-user produced content. Gradually moving from static content, such as pictures and text, to interactive content, such as end-user programmed games, the artifacts created and shared have become significantly more sophisticated. The next frontier to make end-user programming more social is to move beyond the current create, upload, share, download, and repeat Web 2.0 models. Collective Programming is a framework that fuses 100% Web-native end-user programming tools with real-time communication mechanisms into a cloud-based multi end-user programming environment. A prototype built, called CyberCollage, enables groups of students to work on game design projects together: they can play multi-user games, change game worlds in real-time, and engage in virtual pair programming.