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Displaying 1-7 out of 7 total
From interests to values
Found in: Communications of the ACM
By Amy Bruckman, Betsy DiSalvo, Betsy DiSalvo
Issue Date:August 2011
pp. 27-29
Computer science is not that difficult but wanting to learn it is.
     
Computing Education: Beyond the Classroom
Found in: Computer
By Mark Guzdial,Betsy DiSalvo
Issue Date:September 2013
pp. 30-31
Computing is the new literacy, and teaching computing in a world where computers are ubiquitous demands new techniques and contexts for learning. As these evolve, so too will the student profile.
   
Khan academy gamifies computer science
Found in: Proceedings of the 45th ACM technical symposium on Computer science education (SIGCSE '14)
By Betsy DiSalvo, Briana B. Morrison
Issue Date:March 2014
pp. 39-44
Gamification is the buzzword for adding gaming elements such as points or badges to learning experiences to make them more engaging and to increase motivation. In this paper we explore how Khan Academy has incorporated gaming elements into its CS learning ...
     
They can't find us: the search for informal CS education
Found in: Proceedings of the 45th ACM technical symposium on Computer science education (SIGCSE '14)
By Betsy DiSalvo, Cecili Reid, Parisa Khanipour Roshan
Issue Date:March 2014
pp. 487-492
In this study we found that search terms that would likely be used by parents to find out-of-school computer science (CS) learning opportunities for their children yielded remarkably unproductive results. This is important to the field of CS education beca...
     
Workifying games: successfully engaging african american gamers with computer science
Found in: Proceeding of the 44th ACM technical symposium on Computer science education (SIGCSE '13)
By Amy Bruckman, Betsy DiSalvo, Charles Meadows, Ken Perry, Mark Guzdial, Tom McKlin
Issue Date:March 2013
pp. 317-322
We report on the implementation and evaluation of a three-year program to increase interest in studying computer science (CS) among African American male high school students. Over the course of 3 years, the Glitch Game Tester (Glitch) program employed 25 ...
     
Qualitative data collection technologies: a comparison of instant messaging, email, and phone
Found in: Proceedings of the 17th ACM international conference on Supporting group work (GROUP '12)
By Amy S. Bruckman, Betsy DiSalvo, Casey Fiesler, Jill P. Dimond, Jon Pelc
Issue Date:October 2012
pp. 277-280
With the growing body of qualitative research on HCI and social computing, it is natural that researchers may choose to conduct that research in a mediated fashion - over telephone or computer networks. In this paper we compare three different qualitative ...
     
"Georgia computes!": improving the computing education pipeline
Found in: Proceedings of the 40th ACM technical symposium on Computer science education (SIGCSE '09)
By Amy Bruckman, Barbara Ericson, Betsy DiSalvo, Jill Dimond, Lijun Ni, Maureen Biggers, Mike Hewner, Sarita Yardi, Tom McKlin
Issue Date:March 2009
pp. 1-6
Computing education suffers from low enrollment and a lack of diversity. Both of these problems require changes across the entire computing education pipeline. The "Georgia Computes!" alliance, funded by the National Science Foundation's Broadening Partici...
     
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