“Thick” authenticity: new media and authentic learning
Journal of Interactive Learning Research
Software Cost Estimation with Cocomo II with Cdrom
Software Cost Estimation with Cocomo II with Cdrom
A media computation course for non-majors
Proceedings of the 8th annual conference on Innovation and technology in computer science education
Computers for Communication, Not Calculation: Media as a Motivation and Context for Learning
HICSS '04 Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 4 - Volume 4
A CS1 course designed to address interests of women
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Design process for a non-majors computing course
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Tracking an innovation in introductory CS education from a research university to a two-year college
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Who, What, and How: A Survey of Informal and Professional Web Developers
VLHCC '05 Proceedings of the 2005 IEEE Symposium on Visual Languages and Human-Centric Computing
Estimating the Numbers of End Users and End User Programmers
VLHCC '05 Proceedings of the 2005 IEEE Symposium on Visual Languages and Human-Centric Computing
Introduction to Computing and Programming with Java: A Multimedia Approach
Introduction to Computing and Programming with Java: A Multimedia Approach
IEEE Transactions on Education
Breadth-first CS 1 for scientists
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Narrating data structures: the role of context in CS2
Proceedings of the third international workshop on Computing education research
Narrating data structures: The role of context in CS2
Journal on Educational Resources in Computing (JERIC)
Struggles of new college graduates in their first software development job
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Evaluating a breadth-first cs 1 for scientists
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Novice software developers, all over again
ICER '08 Proceedings of the Fourth international Workshop on Computing Education Research
Attitudes about computing in postsecondary graduates
ICER '08 Proceedings of the Fourth international Workshop on Computing Education Research
What makes CS teachers change?: factors influencing CS teachers' adoption of curriculum innovations
Proceedings of the 40th ACM technical symposium on Computer science education
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
How do computing faculty adopt curriculum innovations?: the story from instructors
Proceedings of the 41st ACM technical symposium on Computer science education
Building applications for the Android OS mobile platform: a primer and course materials
Journal of Computing Sciences in Colleges
Does contextualized computing education help?
ACM Inroads
Pixels as polymers: unifying introductory biology and computer science through visual computation
Journal of Computing Sciences in Colleges
Computer science in context: pathways to computer science
Koli Calling '07 Proceedings of the Seventh Baltic Sea Conference on Computing Education Research - Volume 88
Proceedings of the 7th Workshop in Primary and Secondary Computing Education
Success in introductory programming: what works?
Communications of the ACM
Exploring hypotheses about media computation
Proceedings of the ninth annual international ACM conference on International computing education research
An early introduction to android app development for CS1 using sofia
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
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Since its publication, Lave and Wenger's concept of legitimate peripheral participation (LPP) [18] has become an important concept for understanding situated learning. LPP states that learning only occurs when students perceive that what's being taught is aligned with their goals (in LPP terms, with the students' perceived community of practice). This has implications for our traditional CS courses (e.g., are we teaching what the students perceive as being relevant for their future careers?), but even greater implications for courses for non-CS majors. When computer science educators are asked to teach non-CS majors, we are often placed in the position of teaching in alignment with a community of practice that does not, or does not yet, exist. In that sense, our teaching is inauthentic---not aligned with a community of practice. However, there is the possibility that we can generate a perception of authenticity or alignment. We use the example of two classes at Georgia Tech that seem successful by several measures, yet suffer this inauthenticity. We propose that a useful tool for understanding how these classes work is the Disney Corporation's Imagineering---their process of story-telling in three-dimensions as used in their theme parks. However, in the end, we find that what students actually learn is not necessarily the story that we are telling them, which points toward future research.