ACM Computing Surveys (CSUR)
Communications of the ACM - Self managed systems
Towards a curriculum for electronic textiles in the high school classroom
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Proceedings of the third international workshop on Computing education research
The LilyPad Arduino: Toward Wearable Engineering for Everyone
IEEE Pervasive Computing
An HCI Approach to Computing in the Real World
Journal on Educational Resources in Computing (JERIC)
Stuck in the Shallow End: Education, Race, and Computing
Stuck in the Shallow End: Education, Race, and Computing
"Georgia computes!": improving the computing education pipeline
Proceedings of the 40th ACM technical symposium on Computer science education
Children's programming, reconsidered: settings, stuff, and surfaces
Proceedings of the 8th International Conference on Interaction Design and Children
LilyPad in the wild: how hardware's long tail is supporting new engineering and design communities
Proceedings of the 8th ACM Conference on Designing Interactive Systems
The Scratch Programming Language and Environment
ACM Transactions on Computing Education (TOCE)
Communications of the ACM
Proceedings of the 10th International Conference on Interaction Design and Children
Exploring the educational potential of robotics in schools: A systematic review
Computers & Education
Following a thread: knitting patterns and program tracing
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Debuggems to assess student learning in e-textiles (abstract only)
Proceedings of the 43rd ACM technical symposium on Computer Science Education
IEEE Transactions on Education
What makes competitions fun to participate?: the role of audience for middle school game designers
Proceedings of the 11th International Conference on Interaction Design and Children
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In this article, we examine the use of electronic textiles (e-textiles) for introducing key computational concepts and practices while broadening perceptions about computing. The starting point of our work was the design and implementation of a curriculum module using the LilyPad Arduino in a pre-AP high school computer science class. To understand students’ learning, we analyzed the structure and functionality of their circuits and program code as well as their design approaches to making and debugging their e-textile creations and their views of computing. We also studied students’ changing perceptions of computing. Our discussion addresses the need for and design of scaffolded challenges and the potential for using crafts materials and activities such as e-textiles for designing introductory courses that can broaden participation in computing.