Alice: a 3-D tool for introductory programming concepts
CCSC '00 Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges
Habitable 3D Learning Environments for Situated Learning
ITS '98 Proceedings of the 4th International Conference on Intelligent Tutoring Systems
Programming by choice: urban youth learning programming with scratch
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Exploring studio-based instructional models for computing education
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Attitudes about computing in postsecondary graduates
ICER '08 Proceedings of the Fourth international Workshop on Computing Education Research
A simple framework for interactive games in CS1
Proceedings of the 40th ACM technical symposium on Computer science education
The Greenfoot Programming Environment
ACM Transactions on Computing Education (TOCE)
The Scratch Programming Language and Environment
ACM Transactions on Computing Education (TOCE)
Multi-agent simulation and netLogo in the introductory computer science curriculum
Journal of Computing Sciences in Colleges
CodeSpells: embodying the metaphor of wizardry for programming
Proceedings of the 18th ACM conference on Innovation and technology in computer science education
Khan academy gamifies computer science
Proceedings of the 45th ACM technical symposium on Computer science education
Codespells: how to design quests to teach java concepts
Journal of Computing Sciences in Colleges
Children's perceptions of what counts as a programming language
Journal of Computing Sciences in Colleges
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Traditionally, computer science education research contributes new tools, techniques, and theories to improve institutionalized learning spaces e.g. classrooms. However, we take the position that the study and improvement of computer science learning spaces outside the classroom are just as important. We take a step toward illuminating the critical qualities of non-institutional computer science learning spaces by engaging in a grounded-theoretical examination of first-hand accounts of non-institutional learning. To further study the topic, we attempted to recreate (in the lab) a learning environment with many qualities that characterize non-institutional learning. To make this possible, we employed a modified version of CodeSpells -- a video game designed to teach Java programming in a way that engenders the sense of sustained, playful, creative exploration driven entirely by the learner. This study introduced 40 girls, ages 10 to 12, to programming for the first time. We use the results of both studies to develop a theoretical framework which we use to examine existing tools such as Scratch, Alice, and educational games in a new light.