With links to resources
Buechley, L., Eisenberg, M. and Elumeze, N. (2007) Towards a Curriculum for Electronic Textiles in the High School Classroom. In Proceedings of the Conference on Innovation and Technology in Computer Science Education (ITiCSE), Dundee, Scotland, June 2007.
Buechley, L., Elumeze, N., Dodson, C., and Eisenberg, M. (2005). Quilt Snaps: A Fabric Based Computational Construction Kit. In Proceedings of IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE), Tokushima, Japan, November 2005.
Buechley, L. and Hill, B. M. 2010. LilyPad in the Wild: How Hardware’s Long Tail is Supporting New Engineering and Design Communities. In Proceedings of Designing Interactive Systems (DIS), Aarhus, Denmark, 199-207.
Eisenberg, M., Buechley, L., and Elumeze, N. (2004). Computation and Construction Kits: Toward the Next Generation of Tangible Building Media for Children. In Proceedings of Cognition and Exploratory Learning in the Digital Age (CELDA), Lisbon, Portugal, December 2004.
Eisenberg, M. and Buechley, L. (2008). Pervasive Fabrication: Making Construction Ubiquitous in Education. Upcoming in Journal of Software. (Invited submission)
Klemmer, S. and Landay, J. (2009). Toolkit Support for Integrating Physical and Digital Interactions. Human-Computer Interaction, vol 24, pp.315-366.
Marcu, G., Kaufman, S.J., Lee J.K., Black, R.W., Dourish, P., Hayes, G.R., Richardson, D.J. Design and Evaluation of a Computer Science and Engineering Course for Middle School Girls. In Proceedings of SIGCSE, 2010.
Rusk, N., Resnick, M., Berg, R., & Pezalla-Granlund, M. (2008). New Pathways into Robotics: Strategies for Broadening Participation. Journal of Science Education and Technology, vol. 17, no. 1, pp. 59-69.
Schweikardt, E. and Gross, M. (2009). Designing Systems to Design Themselves. In Proceedings of SIGCHI, Boston, Massachusetts, USA, April 2009.
Wyeth, P.  How Young Children Learn to Program with Sensor, Action, and Logic Blocks. Journal of the Learning Sciences, 17:4
This paper is in SIGCHI format and was written for submission to the SIGCHI Conference on Tangible Embedded, Embodied Interaction 2012. You can download it here.
Modular toolkits and electronic textiles have emerged as highly effective resources to engage new audiences in computational learning. This paper will briefly review past relevant research in these domains, paying close attention to different taxonomies that consider the role of personal fabrication. Based on this analysis and user research, I will then introduce an interface prototype that is pedagogically concerned with user scalability and multiple points of entry. A specific focus is placed on the role materials play in achieving these pedagogical goals. I will close with plans for future iterations of the circuit mat and possible directions for development.