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Rafael Fajardo : Curriculum Vitae

Biography

Designer, researcher, and educator at the University of Denver. Named one of the fifty top designers in the US by ID Magazine in 2004. Co-Principal Investigator on the NSF sponsored project: Pixels, Programming, Play & Pedagogy. Professor in Emergent Digital Practices.

Publications

Al-Bow, Mohammed, Debra Austin, Jeffrey Edgington, Rafael Fajardo, Josh Fishburn, Carlos Lara, Scott Leutenegger, and Susan Meyer. “Motivating Young Women in Game Development Via the Pixels, Programming, Play and Pedagogy Project.” In Women In Games Conference 2008. Warwick, England, 2008. http://www.eylesm.myweb.port.ac.uk/mark/wig/conf-2008/programme.html.
Al-Bow, Mohammed, Debra Austin, Jeffrey Edgington, Rafael Fajardo, Joshua Fishburn, Carlos Lara, Scott Leutenegger, and Susan Meyer. “Using Game Creation for Teaching Computer Programming to High School Students and Teachers.” In Proceedings of the 14th Annual ACM SIGCSE Conference on Innovation and Technology in Computer Science Education, 104–8. Paris, France: ACM, 2009. https://doi.org/10.1145/1562877.1562913.
———. “Using Greenfoot and Games to Teach Rising 9th and 10th Grade Novice Programmers.” In Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 55–59. Los Angeles, California: ACM, 2008. https://doi.org/10.1145/1401843.1401853.
Anderson Ranch Arts Center. Live Artist Panel - Finding Your Voice: Culture and Community in Latinx Art. Accessed October 9, 2022. https://www.youtube.com/watch?app=desktop&v=okgA2TfYWfk&fbclid=IwAR1TdFMoR4Cy95s9Eux0I1HZsQkrkOWqhOSUb6jYhMyyQ9Tk9HrNueen3Oc.
Argent, L., B. Depper, R. Fajardo, S. Gjertson, S.T. Leutenegger, M.A. Lopez, and J. Rutenbeck. “Building a Game Development Program.” Computer 39, no. 6 (2006): 52–60. https://doi.org/10.1109/MC.2006.189.
Austin, Debra. “ISTE 2010 Attendees | Program | Search Results Details.” Accessed April 23, 2010. http://center.uoregon.edu/ISTE/2010/program/search_results_details.php?sessionid=50067808&selection_id=54412933&rownumber=1&max=10&gopage=.
Austin, Debra, Rafael Fajardo, and Scott Leutenegger. “Epistemic Learning Environments: Using Game Creation to Teach Art, Design, Computer Science, and Innovative Thinking.” Charleston, SC, USA, 2009.
———. “Game Creation: Epistemic Learning of Art, Design, and Computer Science.” In ISTE NECC 2009. Washington, DC, USA, 2009. http://center.uoregon.edu/ISTE/NECC2009/program/search_results_details.php?sessionid=43715526&selection_id=62600380&rownumber=1&max=1&gopage=.
Austin, Debra, Rafael Fajardo, Scott Leutenegger, and Susan Meyer. “Teacher Game Institute 101: 2D Humane Game Design and Development, 6 Hour Workshop.” Denver, Colorado, USA, 2010.
Austin, Debra, Scott Leutenegger, Rafael Fajardo, Debra Austin, Scott Leutenegger, and Rafael Fajardo. “Epistemic Learning Environments: Using Game Creation to Teach Art, Design, Computer Science, and Innovative Thinking,” 2009:1359–66, 2009. https://www.learntechlib.org/p/30801/.
CCA. “Can Game Design Be a Tool for Social Justice?” Accessed October 3, 2024. https://www.cca.edu/newsroom/game-design-social-justice-tool/.
Crowe, Kate, Megan Kelly, and Rafael Fajardo. “Zine about Zines.” Google Docs. Accessed June 22, 2018. https://docs.google.com/document/d/1IrtKuB3eTyao9aQt7ljrIIiPs4iawINB7RB4u_2zg8M/edit?ts=5b2a9bd2&usp=embed_facebook.
Fajardo, Rafael. “Code Drawings [i] in Hopscotch.” Reconstruction: Studies in Contemporary Culture, March 22, 2016. http://link.galegroup.com/apps/doc/A484096650/AONE?sid=googlescholar.
———. “Code Drawings in Hopscotch.” Reconstruction 16, no. 1 (March 7, 2016). http://reconstruction.eserver.org/Issues/161/Fajardo.shtml.
———. “Complexity and Confusion in Cyber Spaces | The Denver Session : The Program | Cumulus Digital Culture.” Conference website. Cumulus Digital Culture, August 2011. http://www.cumulusdigitalculture.net/cdc/?p=197.
———. “Crosser & La Migra on Vimeo.” Accessed July 25, 2020. https://vimeo.com/showcase/7382342.
———. CrosserTM. Socially Conscious Videogame. SWEAT, 2000. http://www.sudor.net/games/crosser_lamigra/index.html.
———. CrosserTM. 2000. Videogame (Cocoa, MacOS 8 executable), 480 pixels x 530 pixels x 8 bits per pixel, silent. SWEAT. http://www.sudor.net/games/crosser_lamigra/index.html.
———. CrosserTM. 1st ed. Border Games 1. El Paso, Texas, USA: SWEAT (Cocoa, Mac OS 8 executable), 2000. http://www.sudor.net/games/crosser_lamigra/index.html.
———. “Design Envy · 1-Bit Symphony: Tristan Perich,” November 13, 2011. https://web.archive.org/web/20111113054934/http://designenvy.aiga.org/1-bit-symphony-tristan-perich/.
———. “Design Envy · Music for Shuffle: Matthew Irvine Brown,” December 5, 2011. https://web.archive.org/web/20111205150711/http://designenvy.aiga.org/music-for-shuffle-matthew-irvine-brown.
———. “Design Envy · Paper Pop! — Matt Hawkins,” December 4, 2011. https://web.archive.org/web/20111204160311/http://designenvy.aiga.org/paper-pop-matt-hawkins.
———. “Design Envy · Scratch: MIT Media Lab,” November 4, 2011. https://web.archive.org/web/20111104124951/http://designenvy.aiga.org/scratch-mit-media-lab/.
———. “Design Envy · Tiny Wings: Andreas Illiger,” December 4, 2011. https://web.archive.org/web/20111204160546/http://designenvy.aiga.org/tiny-wings-andreas-illiger/.
———. Excite Burro. (Stagecast Creator, Java Applet), Socially Conscious Videogame. SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “Excite Burro.” In Juan and the Beanstalk, 1st ed. War on Drugs 3. Denver, Colorado, USA: SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. Fifa Fo Fum! (Stagecast Creator, Java Applet), Socially Conscious Videogame. SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “Fifa Fo Fum!” In Ju, 1st ed. War on Drugs 2. Denver, Colorado, USA: SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “Getting to k(No)w Her.” Streaming Egos (blog), 2015. http://blog.goethe.de/streamingegos/archives/114-Getting-to-know-her.html.
———. “Hopscotch.” In Art2<code>, 2016. https://v1b3.com/wp-content/uploads/2015/08/art2codeF.pdf.
———. Juan and the Beanstalk. (Stagecast Creator, Java Applet), Socially Conscious Videogame. SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. Juan and the Beanstalk. 2004. Videogame (Stagecast Creator, Java Applet), varies. SWEAT. http://www.sudor.net/games/juan.html.
———. Juan and the Beanstalk. 1st ed. War on Drugs. Denver, Colorado, USA: SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. Juan Runner. (Stagecast Creator, Java Applet), Socially Conscious Videogame. SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “Juan Runner.” In Juan and the Beanstalk, 1st ed. War on Drugs 3. Denver, Colorado, USA: SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. La MigraTM. Socially Conscious Videogame. SWEAT, 2001. http://www.sudor.net/games/crosser_lamigra/index.html.
———. La MigraTM. 2001. Videogame (Cocoa, MacOS 8 executable), 545 pixels x 630 pixels x 8 bits per pixel, silent. SWEAT. http://www.sudor.net/games/crosser_lamigra/index.html.
———. La MigraTM. 1st ed. Border Games 2. El Paso, Texas, USA: SWEAT (Cocoa, Mac OS 8 executable), 2001. http://www.sudor.net/games/crosser_lamigra/index.html.
———. “Pixels, Politics and Play: Digital Video Games as Social Commentary.” Intelligent Agent 3, no. 2 (2003). http://www.intelligentagent.com/archive/Vol3_No2_gaming_fajardo.html.
———. “Play Think Make: Critical Game Studies | Google Groups,” January 13, 2012. http://groups.google.com/group/playthinkmake.
———. “Playform - butterflyloopGAN.” Playform, 2019. http://preview.playform.io/create/result/NTU1K2J1dHRlcmZseWxvb3BHQU4=.
———. “Playform - selfGAN.” Playform, 2019. http://preview.playform.io/create/result/NTUxK3NlbGZHQU4=.
———. “Rafael Fajardo at Scratch Ed.” Accessed April 18, 2018. http://scratched.gse.harvard.edu/user/4358/contributions.
———. “Rafaelfajardo (Rafael Fajardo) GitHub Code Repositories.” GitHub, June 5, 2013. https://github.com/rafaelfajardo.
———. “Reconstruction 16.1 (2016): ARCHIVES ON FIRE: Artifacts & Works, Communities & Fields.” Reconstruction 16, no. 1 (March 7, 2016). http://reconstruction.eserver.org/Issues/161/Fajardo.shtml.
———. “Reconstruction 16.1 (2016): Archives on Fire: Artifacts & Works, Communities & Fields.” Accessed December 1, 2021. http://reconstruction.digitalodu.com/Issues/161/contents_161.shtml.
———. “Reconstruction 16.1 (2016): ARCHIVES ON FIRE: Artifacts & Works, Communities & Fields.” Accessed December 1, 2021. http://reconstruction.digitalodu.com/Issues/161/Fajardo.shtml.
———. Seeds of Solitude. (Stagecast Creator, Java Applet), Socially Conscious Videogame. SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “Seeds of Solitude.” In Juan and the Beanstalk, 1st ed. War on Drugs 1. Denver, Colorado, USA: SWEAT (Stagecast Creator, Java Applet), 2004. http://www.sudor.net/games/juan.html.
———. “SWEATblog: Gestalt Theory. Design. Computer Science. Games.” Single author blog. SWEATblog (blog), August 13, 2010. http://www.sudor.net/blog/archive/2010/08/gestalt_theory.html.
———. “TakeTurns | Google Groups.” Accessed September 15, 2011. https://groups.google.com/forum/#!forum/taketurns.
———. “TakeTurns | PBworks Wiki.” Wiki. TakeTurns. Accessed September 15, 2011. http://taketurns.pbworks.com/w/page/16898843/FrontPage.
———. “What Are We Going to Do Now? A Set of Conceptual Games.” GitHub, January 25, 2015. https://github.com/rafaelfajardo/WAWGTDN.
———. “What Are We Going to Do Now? A Set of Conceptual Games | Global Game Jam.” Global Game Jam, January 25, 2015. http://globalgamejam.org/2015/games/what-are-we-going-do-now-set-conceptual-games.
Fajardo, Rafael, and Scott Leutenegger. “‘2D Game Design 101’, 3-Hour Workshop.” In Proceedings of the 42nd ACM Technical Symposium on Computer Science Education. Dallas, Texas, USA: ACM, 2011. http://www.sigcse.org/sigcse2011.
———. “An Argument for ‘Humane Games’ in Game Education.” In Games in Engineering and Computer Science. Washington, DC, USA, 2010. http://gecs.tamu.edu/.
———. “‘Game Design 101’, 3-Hour Workshop.” In Proceedings of the 41st ACM Technical Symposium on Computer Science Education. Milwaukee, Wisconsin, USA: ACM, 2010.
———. Pixels, Programming, Play & Pedagogy: Provost’s Luncheon Presentation V.2, 2009. http://www.youtube.com/watch?v=zVYZa5xHGmo&feature=youtube_gdata_player.
———. “Programming, Pixels & Play : A University Summer Game Camp To Attract Under-Represented Populations to Game Development and Computer Science.” In Proceedings of Future Play. London, Ontario, CA, 2006. http://www.digra.org/news_folder/futureplay06.
Fajardo, Rafael, Scott Leutenegger, and Bill Depper. Squeezed. Multi-player Online, First-person-picker, 2006. http://squeezed-thegame.org/.
———. Squeezed. 1st ed. Border Games 3. Denver, Colorado, USA: mtvU (multi-player online, Torque), 2006. http://squeezed-thegame.org/.
Fajardo, Rafael, Scott T. Leutenegger, and Karen Michaelson. “Game Design and STEM Learning on Vimeo.” Panel Discussion, May 24, 2010. http://vimeo.com/12932754.
Fajardo, Rafael, and Victoria Lyall. “Response(Art)Ability and Leadership in Continued Times of Injustice.” Eventbrite. Accessed January 22, 2021. https://www.eventbrite.com/e/136860482387?aff=efbneb.
Fajardo, Rafael, and Chad Schmidt. “Essay on Generative Game Engine Published in iDMAa Journal.” Multi-author blog. SWEATblog (blog), November 8, 2005. http://www.sudor.net/blog/archive/2005/11/essay_on_genera.html.
———. “International Digital Media and Arts Association | V2N2: The Generative Game Engine.” IDMAA (blog), March 8, 2013. http://idmaa.org/?post_type=journalarticle&p=544.
———. “International Digital Media and Arts Association | VOL. 2 NO. 2 SUMMER 2005.” Accessed October 19, 2014. http://idmaa.org/?post_type=journalissue&p=779.
———. “The Generative Game Engine.” The International Digital Media & Arts Association Journal 2, no. 2 (May 15, 2005): 9–12. http://idmaa.org/wp-content/uploads/2013/03/Vol-2-No-2-2005.pdf.
Fajardo, Rafael, and SWEAT. “Juan & The Beanstalk: A Game Work in Progress.” Works & Days 43/44 22, no. 1 & 2 (2004): 155–58. http://www.worksanddays.net/2004/File17.Fajardo_File17.Fajardo.pdf.
Grace, Lindsay, and Susan Gold. Global Game Jam Stories. Global Game Jam Inc., 2018.
Howard, W. Scott. “Reconstruction 16.1 (2016): Archives on Fire: Artifacts & Works, Communities & Fields.” Accessed March 8, 2016. http://reconstruction.eserver.org/Issues/161/contents_161.shtml.
———. “WYSIWYG Poetics: Reconfiguring the Fields for Creative Writers and Scholars.” The Journal of Electronic Publishing 14, no. 2 (October 3, 2011). https://doi.org/10.3998/3336451.0014.204.
Landa, Robin. Take a Line for a Walk: A Creativity Journal. 1st ed. Wadsworth Publishing, 2011.
Leutenegger, Scott, Debra Austin, Susan Meyer, and Rafael Fajardo. “P4Games | Humane Game Development for Students and Teachers.” P4Games | Humane game development for students and teachers. Accessed May 17, 2010. http://p4games.org/.

Bibliography (where my work is cited)

Ahmed, Salahuddin, Letizia Jaccheri, Guttorm Sindre, and Anna Trifonova. “Conceptual Framework for the Intersection of Software and Art.” Accessed January 8, 2021. https://www.academia.edu/4841217/Conceptual_framework_for_the_intersection_of_software_and_art.
Ahmezrhar, Ghizlane. “L’enseignement et l’apprentissage de la programmation à l’école.” Carnets de Laboratoire RL-2 Bonheurs 2 (December 15, 2023): 17–46. https://zenodo.org/records/10303119.
Amezrhar, Ghizlane. “L’enseignement et l’apprentissage de La Programmation à l’école.” In Carnets de Laboratoire RL-2 Bonheurs. Zenodo, 2023. https://doi.org/10.5281/zenodo.10303119.
———. “L’enseignement et l’apprentissage de La Programmation à l’école,” 2024. https://doi.org/10.5281/zenodo.10303119.
Ball, Robert, Linda DuHadway, Spencer Hilton, and Brian Rague. “GUI-Based vs. Text-Based Assignments in CS1.” In Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 1017–22. SIGCSE ’18. New York, NY, USA: ACM, 2018. https://doi.org/10.1145/3159450.3159463.
Begosso, L. C., L. R. Begosso, E. M. Gonçalves, and J. R. Gonçalves. “An Approach for Teaching Algorithms and Computer Programming Using Greenfoot and Python.” In 2012 Frontiers in Education Conference Proceedings, 1–6, 2012. https://doi.org/10.1109/FIE.2012.6462307.
———. “An Approach for Teaching Algorithms and Computer Programming Using Greenfoot and Python.” In 2012 Frontiers in Education Conference Proceedings, 1–6, 2012. https://doi.org/10.1109/FIE.2012.6462307.
Bennett, Paul. “An Investigation of the Impact of a Makerspace Learning Environment on Student Participation and Learning in Information Technology Classes.” Dissertation, Queensland University of Technology, 2023. https://eprints.qut.edu.au/241961/1/Paul_Bennett_Thesis.pdf.
Bewer, Nikolaj, and Margarita Gladkaya. “Game Development Based Approach for Learning to Program: A Systematic Literature Review.” Wirtschaftsinformatik 2022 Proceedings, January 17, 2022. https://aisel.aisnet.org/wi2022/digital_education/digital_education/3.
Boateng, G., and V. Kumbol. “Project iSWEST: Promoting a Culture of Innovation in Africa through STEM.” In 2018 IEEE Integrated STEM Education Conference (ISEC), 104–11, 2018. https://doi.org/10.1109/ISECon.2018.8340459.
———. “Project iSWEST: Promoting a Culture of Innovation in Africa through STEM.” ResearchGate. Accessed June 11, 2018. https://www.researchgate.net/publication/324614925_Project_iSWEST_Promoting_a_culture_of_innovation_in_Africa_through_STEM/references.
Buller, Ryan. “Lending Video Game Consoles in an Academic Library.” Portal: Libraries and the Academy 17, no. 2 (April 8, 2017): 337–46. https://doi.org/10.1353/pla.2017.0020.
CCA. “Can Game Design Be a Tool for Social Justice?” Accessed October 3, 2024. https://www.cca.edu/newsroom/game-design-social-justice-tool/.
Clarke-Midura, Jody, Chongning Sun, and Katarina Pantic. “Making Apps: An Approach to Recruiting Youth to Computer Science.” ACM Transactions on Computing Education 20, no. 4 (November 11, 2020): 30:1-30:23. https://doi.org/10.1145/3425710.
Clarke-Midura, Jody, Chongning Sun, Katarina Pantic, Frederick Poole, and Vicki Allan. “Using Informed Design in Informal Computer Science Programs to Increase Youths’ Interest, Self-Efficacy, and Perceptions of Parental Support.” ACM Trans. Comput. Educ. 19, no. 4 (August 2019): 37:1-37:24. https://doi.org/10.1145/3319445.
Corpuz, Andrew. “Artistry, Aesthetic Experience, and Global Futures in Civilization Game Design: How the Escape Framework as an Ontology Captures an Art Form of the Information Age - ProQuest.” Accessed May 30, 2023. https://www.proquest.com/openview/8c7cf4a6c062e5709f918f6031c52e12/1?pq-origsite=gscholar&cbl=18750&diss=y.
Cox, Daniel, John Murray, and Anastasia Salter. “Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code Tools.” In Proceedings of the 20th International Conference on the Foundations of Digital Games, 1–8. FDG ’25. New York, NY, USA: Association for Computing Machinery, 2025. https://doi.org/10.1145/3723498.3723817.
Crow, David. Visible Signs : An Introduction to Semiotics in the Visual Arts. Lausanne : AVA Academia, 2010. http://archive.org/details/visiblesignsintr0002crow.
De Lira, Carla, Rachel Wong, Olufunso Oje, Gabriel Nketah, Olusola Adesope, and Alireza Ghods. “Summer Programming Camps – Exploring Project-Based Informal CS Education in a Rural Community.” International Journal of Computer Science Education in Schools 5, no. 4 (October 6, 2022): 20–37. https://doi.org/10.21585/ijcses.v5i4.145.
Denner, Jill, and Shannon Campe. “Equity and Inclusion in Computer Science Education.” In Computer Science Education: Perpectives, 189–206. Bloomsbury Academic, 2018. http://dx.doi.org/10.5040/9781350057142.ch-014.
Denner, Jill, Shannon Campe, and Linda Werner. “Does Computer Game Design and Programming Benefit Children? A Meta-Synthesis of Research.” ACM Trans. Comput. Educ. 19, no. 3 (January 2019): 19:1-19:35. https://doi.org/10.1145/3277565.
———. “Does Computer Game Design and Programming Benefit Children? A Meta-Synthesis of Research.” ACM Transactions on Computing Education 19, no. 3 (January 16, 2019): 19:1-19:35. https://doi.org/10.1145/3277565.
Donchev, Ivaylo. “Съвременни алтернативни подходи за преподаване на увод в програмирането.” Педагогически алманах, no. 2 (2012): 111–26. https://www.ceeol.com/search/article-detail?id=668716.
Fachada, Nuno, and Nélio Códices. “Top-down Design of a CS Curriculum for a Computer Games BA.” In Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, 300–306. ITiCSE ’20. Trondheim, Norway: International Foundation for Autonomous Agents and Multiagent Systems, 2020. https://doi.org/10.1145/3341525.3387378.
Firdausiah, Andi Besse. “A RATIONAL STUDY: ANALYZING AND MAPPING THE POSSIBILITY OF EXTREME PROGRAMMING TO ENHANCE THE RAPIDITY OF GAME DEVELOPMENT,” n.d., 7.
Fishburn, Josh. “Games Education Within the Broader Liberal Arts.” The Computer Games Journal, March 11, 2020. https://doi.org/10.1007/s40869-020-00091-8.
Garneli, Varvara, Michail Giannakos, and Konstantinos Chorianopoulos. “Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students’ Performance and Attitudes.” British Journal of Educational Technology 48 (May 1, 2016). https://doi.org/10.1111/bjet.12455.
———. “Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students’ Performance and Attitudes.” British Journal of Educational Technology 48, no. 3 (2017): 842–59. https://doi.org/10.1111/bjet.12455.
———. “Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students’ Performance and Attitudes.” British Journal of Educational Technology 48, no. 3 (May 2017): 842–59. https://doi.org/10.1111/bjet.12455.
Geçi̇tli̇, Erkan, and Nilay Bumen. “Kademelendirilmiş Etkinlik Yoluyla Metin Tabanlı Programlama Öğretimi: İşbirlikli Bir Eylem Araştırması.” Asya Öğretim Dergisi 8, no. 2 (December 26, 2020): 64–85. https://doi.org/10.47215/aji.791967.
———. “Text-Based Programming Instruction Through Tiered Activity: A Collaborative Action Research -- Kademelendirilmiş Etkinlik Yoluyla Metin Tabanlı Programlama Öğretimi: İşbirlikli Bir Eylem Araştırması.” Asya Öğretim Dergisi 8, no. 2 (December 26, 2020): 64–85. https://doi.org/10.47215/aji.791967.
Gladkaya, Margarita. Game Development Based Approach for Learning to Program: A Systematic Literature Review, 2022.
Groztidou, Georgia. “G.Groztidou_5_2018.Pdf.” Accessed May 29, 2018. https://repository.ihu.edu.gr/xmlui/bitstream/handle/11544/29160/g.groztidou_5_2018.pdf?sequence=1.
Habib, Mohammad Ahsan. “A RECOMMENDER OF PHYSICAL GAMES FOR LEARNING PROGRAMMING AND COMPUTATIONAL THINKING.” Masters of Science, University of Malaya, 2019. http://studentsrepo.um.edu.my/10750/2/Mohammad_Ahsan_%E2%80%93_Dissertation.pdf.
Hooper, Steffan, Burkhard Wünsche, Stefan Marks, Andrew Luxton-Reilly, and Paul Denny. “Projects and Portfolios — An Educator’s Reflections on the Summative Assessments in a Game Programming Course.” In SIGGRAPH Asia 2024 Educator’s Forum, 1–8. SA ’24. New York, NY, USA: Association for Computing Machinery, 2024. https://doi.org/10.1145/3680533.3697071.
“How Teachers From Underrepresented Schools Experienced a Blended Professional - ProQuest.” Accessed March 25, 2024. https://www.proquest.com/docview/2934734398/DAF2F699C59F4EE6PQ/7?accountid=14608&sourcetype=Scholarly%20Journals.
“How Teachers From Underrepresented Schools Experienced a Blended Professional Development Program on Computer Science and Game Design. | Teacher Education Quarterly | EBSCOhost.” Accessed March 25, 2024. https://openurl.ebsco.com/EPDB%3Agcd%3A9%3A16909369/detailv2?sid=ebsco%3Aplink%3Ascholar&id=ebsco%3Agcd%3A175708769&crl=c.
Huusko, Vili. “Automatic Assesment of Game Development Assignments.” Masters Thesis, Lappeenranta-Lahti University of Technology LUT, 2025. https://lutpub.lut.fi/bitstream/handle/10024/170322/mastersthesis_huusko_vili.pdf?sequence=1.
Jaccheri, Letizia. “Conceptual Framework for the Intersection of Software and Art.” Handbook of Research on Computational Arts and Creative Informatics--A Book Edited by James Braman, Towson University, Towson, MD, USA, Giovanni Vincenti, Gruppo Vincenti, Srl, Rome, Italy. Accessed January 8, 2021. https://www.academia.edu/2825006/Conceptual_framework_for_the_intersection_of_software_and_art.
Jawad, Hadeel Mohammed, and Samir Tout. “Exploring the Impact of Using Code Genie to Enhance the Programming Knowledge of Students and Across Genders: Experimental Study.” In Proceedings of the Future Technologies Conference (FTC) 2020, Volume 1, edited by Kohei Arai, Supriya Kapoor, and Rahul Bhatia, 916–43. Advances in Intelligent Systems and Computing. Cham: Springer International Publishing, 2021. https://doi.org/10.1007/978-3-030-63128-4_69.
———. “Exploring the Impact of Using Code Genie to Enhance the Programming Knowledge of Students and Across Genders: Experimental Study.” In Proceedings of the Future Technologies Conference (FTC) 2020, Volume 1, edited by Kohei Arai, Supriya Kapoor, and Rahul Bhatia, 916–43. Advances in Intelligent Systems and Computing. Cham: Springer International Publishing, 2021. https://doi.org/10.1007/978-3-030-63128-4_69.
———. “Exploring the Impact of Using Code Genie to Enhance the Programming Knowledge of Students and Across Genders: Experimental Study,” 916–43, 2021. https://doi.org/10.1007/978-3-030-63128-4_69.
Ji, Na, and Xiao’ou Ji. “Animation and Game Design Effectiveness Analysis for Skill Development: An Analytical Framework Using Neutrosophic Hesitant Fuzzy Set.” Neutrosophic Sets and Systems 93 (November 1, 2025). https://doi.org/10.5281/zenodo.17037100.
John, Jeremy, and Karen John. “A Process-Focused Experiential Approach to IT Education Using Peer Learning.” Journal of Information Systems Education 35 (January 1, 2024): 148–59. https://doi.org/10.62273/ORES9068.
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