Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Communications of the ACM - Self managed systems
Evolving an immersive medical communication skills trainer
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Storytelling alice motivates middle school girls to learn computer programming
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual Reality-Based Simulation of Endoscopic Surgery
Presence: Teleoperators and Virtual Environments
Using storytelling to motivate programming
Communications of the ACM - Creating a science of games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Stuck in the Shallow End: Education, Race, and Computing
Stuck in the Shallow End: Education, Race, and Computing
Technical Section: Scaffolded learning with mixed reality
Computers and Graphics
A Virtual Peer for Investigating Social Influences on Children's Bicycling
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Communications of the ACM - Scratch Programming for All
Changing what's happening in HS and introductory college CS: keynote address
Journal of Computing Sciences in Colleges
The mathematical imagery trainer: from embodied interaction to conceptual learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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n this paper, we introduce an embodied pedagogical approach for learning computational concepts, utilizing computational practices, and developing computational perspectives. During a five-week pilot, a group of students spent after-school time learning the basic elements of dance and then using them to program three-dimensional characters that could perform. Throughout the pilot, we found students consistently standing up in front of their computers and using their bodies to think through the actuation of their characters. Preliminary results suggest that designing a virtual-physical dance performance is a motivating and engaging social context in which to introduce students, especially girls, to alternative applications in computing.