Understanding Women Modders Using the Serious Leisure Perspective

In this episode I unpack Trancred et al.’s (2020) publication titled “Understanding women modders using the serious leisure perspective,” which discusses a survey that investigated motivations for participating in modding practices among women.

  • Welcome back to another episode of the

    CSK8 podcast

    my name is jared o'leary each week of

    the podcast alternates between an

    interview with a guest

    or multiple guests and a solo episode

    where i unpack some scholarship

    this week's particular episode is a solo

    episode where i unpack the paper titled

    understanding women matters using the

    serious leisure perspective

    and it was written by nicoletto tancrid

    selen turkey

    nicole vickery pettawayeth and anna

    mccoomb

    apologies if i mispronounced any names

    this paper is actually available for

    free

    and you can find a direct link to it in

    the show notes by clicking

    the link in the description or by

    visiting jared o'leary.com

    so if you're interested in reading this

    particular paper make sure you check out

    the show notes so you can

    dive into this a little bit deeper

    alright so here's the abstract for this

    particular paper

    quote modding the act of custom creation

    in video games is a large enterprise

    comprising millions of people

    despite the large number of individuals

    creating mods our understanding of who

    mottos are and their motivation for

    modding is limited

    this is especially true for minority

    groups including women

    in prior research with modding

    communities women modders were

    consistently underrepresented

    using a mixed method survey that

    incorporates a serious leisure framework

    this study begins to unravel women's

    participation in modding activities

    we begin to identify who women motters

    are examine what motivates them to mod

    and investigate their modding practices

    results show that women modders value

    the creation of multiple mod types

    including cosmetic environmental and

    gameplay modifications

    they are primarily motivated by

    self-gratification and enjoyment

    these findings create new insights into

    how women interact with gaming

    environments

    as well as identifying those aspects of

    the experience that motivate women's

    engagement in modding

    end quote so that was actually a really

    good abstract in terms of it

    adequately summarizing the main gist of

    this particular paper

    try to summarize this paper into a

    single sentence i would say that

    this survey investigated motivations for

    participating in modding practices among

    women

    so you might be asking well what exactly

    is modding so an example of a mod

    is when you take a video game or maybe

    even some software but in this case

    a video game and you change it to do

    something different

    so for example i proposed my wife by

    modding the video game minecraft

    so what i did is i added in custom armor

    and weapons

    they were all color purple which is her

    favorite color i added in our dogs into

    the game

    so instead of having wolves there were

    four different variations that all made

    different sounds that were kind of like

    unique to the characteristics of our

    dog's behaviors and whatnot

    and added in some achievements and

    quests that my wife went on in order to

    eventually craft a circle of hearts

    which created a

    box that had the ring inside of it so

    all of this

    was not in the original game minecraft

    so i had to add it into it by changing

    the code

    and changing some of the asset files in

    it and that is different types of

    modding

    that i used in order to do that so

    modding is actually a fairly common

    practice

    that is pretty underrepresented in terms

    of research that's being done on

    it however i've already done three

    unpacking scholarship episodes that talk

    about modding

    so if you want to check those out make

    sure you look at the links in the show

    notes

    so in their introduction the authors

    mentioned that

    modding is fairly common but there's not

    a lot of research on it especially in

    underrepresented groups like women

    modders

    so to explore this they had three

    research questions for this

    and they are who are women modders what

    motivates women modders to mod

    and what do women modders modding

    practices look like for example

    what games are they more likely to mod

    and what types of mods do they create

    so in the introduction they provide

    three quick answers to each of these

    questions

    and so the first one who are women

    modders they respond by basically saying

    there is not a typical women monitor for

    the second question what motivates women

    modders to mod here's a quote from page

    two quote

    unlike previous studies that included

    mainly men we found that women tend to

    mod for personal enjoyment and rarely

    mod for financial or social reasons

    while some women engage in modding as

    amateurs embracing professional

    practices and establishing a public

    profile

    many others are dedicated hobbyists

    modding for these makers and tinkerers

    provides an avenue for self-expression

    and personal fulfillment

    many embrace the acquisition of

    knowledge for his own sake end quote

    and their quick answer to the third

    research question which was what do

    women monitors

    modding practices look like is that it's

    a range of modding

    so i'll unpack each of these a little

    bit more a little bit later in this

    episode

    all right so the background section of

    this paper is divided into

    a few different subheaders so one of

    them is modding and modders

    the next one is modern motivations the

    next one is women modders and their

    motivations

    and the last one is serious leisure

    framework and modding so the authors

    note that modders typically have two

    main characteristics here's a quote from

    page two quote

    they love the games they mod and they

    want to change how the game is played

    end quote

    modders are motivated by wanting to have

    fun playing and modifying a game

    to make it their own version or entirely

    new game and also

    experience motivation through social

    creative and personal means

    at least typically speaking according to

    the research that they are summarizing

    so although a few studies have

    investigated women's interests and

    motivations in modding

    some prior studies found that a quote

    passion for modding seemed to shift the

    young girls focus from pursuing art and

    fashion design

    to learning computer skills and wanting

    to pursue an i.t centered career

    end quote from page three so there's a

    range of reasons

    for participating in modding or

    motivations for participating in modding

    and prior studies that have investigated

    women's interests has found that it has

    shifted

    interest into computer science and i.t

    related fields all right so the next

    section

    outlines the serious leisure framework

    which

    is a framework that i wasn't familiar

    with until a few years ago

    when i happened to write a chapter for a

    music making and leisure handbook so

    this particular framework is useful for

    understanding the ways that people

    engage in subject areas or hobbies or

    whatever

    for leisure purposes the authors

    summarize three types of leisure

    so one is serious leisure the next is

    casual leisure and then the third one is

    project based leisure

    so here are some quotes that kind of

    unpack each of those three

    and these are from page three quote

    serious leisure

    a commitment to an amateur hobbyist or

    volunteer activity

    where an individual can improve and

    express their skills knowledge

    and experience of the activity as the

    activity is sufficiently substantial

    interesting and fulfilling the

    commitment is term end quote

    and by the way here's a quote that kind

    of explains the use of the word series

    quote the use of the word serious is

    meant to embody a sense of

    sincerity and importance in the hobby

    activities end quote

    so it doesn't mean like if you're having

    fun and like being jovial about

    something

    then it's not considered seriously sure

    nothing related to that at all

    okay so here's a quote for casual

    leisure also from page three

    quote an intrinsically rewarding

    activity that requires little training

    to enjoy

    while pleasurable the activity is

    relatively short-lived

    unquote and here's a quote for

    project-based leisure

    quote a creative undertaking that is

    fairly complicated

    infrequent short-lived and completed

    during an individual's free time end

    quote so looking at modding through this

    framework we could say that modding

    could occur from a serious

    leisure perspective a casual leisure

    perspective or even a project-based

    leisure perspective

    going back to my initial example of

    modding the game minecraft to propose

    my wife it was not an example of serious

    leisure it was not an example of casual

    leisure it was instead an example of

    project-based leisure

    so it's short-lived i spent a few months

    working on it whenever she would leave

    the house

    and i completed it in my own free time

    and then after proposing

    did not modify that particular mod

    because i wanted to keep it intact

    so that particular example is an example

    of project-based leisure however if i

    had continued to engage in more mods

    then it could become an example of

    casual or serious leisure the authors in

    this article note that

    many people often describe modding as

    participatory which is the framework

    that i talked about

    a couple of weeks ago in the unpacking

    scholarship

    paper by jenkins at all which i'll link

    to in the show notes

    while other authors will also describe

    modding as a hobby

    so here's a quote from page three quote

    hobbies are considered as

    serious leisure activity where an

    individual voluntarily partakes in an

    activity in their free time end quote

    all right so summarize

    the background they're basically saying

    hey there's a lot of information on

    modding and modders but there's not a

    lot of information on women

    and there's also not really an

    application of serious leisure framework

    in relation to modding practices so they

    hope to explore that in this particular

    article

    which i think is a neat idea all right

    so the next section of the paper is the

    methods and i'll summarize it fairly

    quickly

    so they sent out a survey and received

    and they used 68 of them from women so

    in this survey they asked for

    demographic information they asked for

    information

    on experience with modding the types of

    mods people created

    and some reasons for modding which by

    the way in case you haven't heard the

    previous episodes on different mod types

    here are some mod types that were

    mentioned in this particular paper

    so one is cosmetic mods which change the

    way something looks so for example

    when i put our dogs into the game i made

    four variations of

    the wolf and made it so that it was

    basically changing the way that the wolf

    looked that's an example of a cosmetic

    mod

    an environment mod changes the

    appearance of the environment itself

    so an example of that in the mod that i

    use with my wife

    is i added in these purple ore blocks

    that made some interesting sounds

    and that gave purple ore that she could

    use to craft her different

    armor and weapons and whatnot so that

    was changing the environment by

    making it so that a new type of block

    appeared in the game

    now a total conversion mod is a type of

    mod that completely changes the game

    into something different so for example

    you could turn

    a first person shooter game into a role

    playing game

    another type of mod are add-on mods

    which are mods that enhance the

    experience

    so an example that you might be familiar

    with if you play mmos

    like world of warcraft is you can have

    add-on mods that can

    keep track of stats in a raid it'll tell

    you who did the most damage what your

    average damage minute was

    how often you healed etc another type of

    mod is gameplay mods

    which enhances the gameplay in some way

    such as giving characters new abilities

    so going back to the mod that i used to

    propose my wife

    if you watch the video that's in the

    show notes you'll see that

    i added in like new items like tofu

    and things like that because we're vegan

    make it so she could

    cook with tofu another type of mod that

    the authors mention

    are sex or sexual mods which are mods

    that add nudity or

    sex acts to a game so a common one that

    is often referred to

    is in the game sims modders have added

    in

    things that make it so that the sims do

    something they could not do without the

    mod and they're related to sexual acts

    and the next mod category they talk

    about are joke or humor mods

    so one of my favorite examples that they

    mention in this particular article is in

    the video game skyrim

    there's this dragon at the beginning of

    the game that will attack this

    little outpost and somebody modded the

    game so that instead of a dragon it was

    a flying thomas the tank engine so you'd

    see thomas the tank

    flying around breathing fire and making

    train sounds

    while basically destroying an entire

    outpost

    it's hilarious i'll include a link to it

    in the show notes as i highly recommend

    you watching it

    and the last type of mod that they

    mention in this are patches and bug mods

    that fix bugs in games all right so

    those are the type of mods

    and getting back to the methods they

    used a serious leisure inventory measure

    which they refer to as

    slim the acronym to assess responses

    to a nine point likert scale and then

    they used thematic analysis to analyze

    any of the open

    responses so if it was like a write a

    paragraph about your thoughts on

    blank what motivates you as a modder or

    whatever then they

    take those responses and they put them

    into different

    clusters or categories that they would

    then

    label as themes and then summarize it in

    the actual paper itself

    all right so that's the methods so let's

    get into the

    nitty gritty of the actual results so

    demographic wise

    who are women modders so a few of the

    women respondents were over 50

    however the average age was 29 years old

    so most of the women were unemployed at

    the time of the survey

    and not students and they lived in north

    america australia

    europe and asia however the majority of

    these respondents

    listed the united states as their

    original country of origin

    the average years of experience modding

    was 4.46 years with only a few rating

    themselves as extremely

    experienced modders and the median

    number of completed mods per person was

    while the average was 36.86 mods

    so the majority of modders created mods

    for rpgs like skyrim

    with stardew valley coming in second for

    types of mods which is a great game if

    you haven't played it yet

    alright so here's a summary of the mod

    types that they tended to engage in

    so 31 of the mods were cosmetic 29 were

    environmental

    were joking humor mods

    three were total conversion two were sex

    or sexual mods

    and two were bug fixes that's from page

    five

    so the majority of the mods changed the

    way the game looked or how it played

    all right so the next section of the

    paper is on the slim analysis

    so there were 10 different components

    that i will now briefly summarize

    alright so the first component is group

    and unique ethos

    here's a quote from page six quote on

    average participants have a neutral

    stance towards being part of the group

    as their modding motivation end quote so

    it sounds like the respondents were

    indifferent

    some of them may have preferred it some

    of them didn't like to work in groups

    and some of them

    could care less either direction the

    next component was persistence and

    progress

    here's a quote also from page six quote

    overall it appears that women modders

    feel they are improving their skills

    managing obstacles and rising to the

    challenges that they face

    end quote i will say as somebody who is

    new to

    modding there is definitely a lot of

    persistence but you'll notice a lot of

    progress when you actually see the

    things that you create with code

    or through visual transformations

    actually appear in your game itself

    which is pretty cool and rewarding so

    the next component

    is invigoration and renewal

    so women in this survey said that it was

    slightly gratifying

    and slightly self-actualizing the next

    component is personal fulfillment

    which the women who responded to this

    felt that it was a

    form of personal enrichment to some

    extent the next component that is

    similar to this is enjoyment

    and the respondents indicated that most

    of them modded for

    personal enjoyment which makes sense

    because you're changing a game to do

    something

    you want it to do which it can be really

    fun

    but also can be frustrating if you're

    working on a particular bug or function

    or feature

    so the next component is self-expression

    which kind of relates to what i was just

    talking about

    and they found that modding helped

    people to express their identity to some

    extent

    the next component is career

    contingencies and by career and from a

    serious

    leisure perspective it does not mean

    like oh you're going to get a job doing

    this hobby

    it instead means quote the stepping

    stones in a hobbyist

    practices end quote from page six so the

    participants were able to kind of

    identify some of those stepping stones

    that define their involvement with

    creating mods the next component is

    personal abilities

    and participants found that they were

    able to

    demonstrate some of their personal

    abilities through modding the next

    component is financial return

    and here's a quote from page six where

    they found that the findings quote

    supports a previous study that found

    modders are not motivated by monetary

    gain when it comes to modding

    and contradicts assumptions that many

    modders want jobs in the games industry

    end quote so as i mentioned in other

    episodes there are a lot of people who

    explore modding and how that can serve

    as a pipeline to get into

    game related positions at companies but

    these authors are saying

    look some people just want a mod just

    for the sake of modding because it's fun

    not necessarily for a career which is

    awesome

    and the very last component is effort

    so the respondents mentioned that they

    put considerable amount of effort into

    their own modding practices

    which makes sense because it's not

    always easy to modify a game so the next

    section

    on the qualitative findings the authors

    provide some quotes

    on the motivations of respondents for

    modding as well as some case studies on

    some of the participants so i recommend

    checking those out if you want to read

    those a little bit more

    so the last bulk of the paper is the

    discussion section so this paper

    basically summarizes

    the findings the stuff that i was just

    kind of talking about in the previous

    section

    however one of the interesting findings

    that i want to point out

    and highlight is because it contradicts

    something i've heard

    as being important is that quote we also

    found that social aspects were not a

    primary motivation for women

    however our qualitative and slim

    findings suggest that there are some

    exceptions

    such as an enjoyment of community

    engagement end quote from page nine

    here's another quote from the same page

    quote the majority of the women modders

    either had not worked on a group modding

    project 50

    or did not answer the question 17.6

    conversely previous research focusing on

    men

    found this to be a main motivator end

    quote so in other words

    prior modding research and discourse has

    talked about how

    oh well modding can be really

    collaborative etc but this finding was

    saying

    well about half the people who responded

    actually preferred to work on their own

    which is something that

    i have also witnessed in like the k-8

    classes that i've worked with

    in the coding classes is i get the

    option where anyone could work in any

    group that they wanted

    in the classes i was working with and

    the vast majority of people

    were like no i'd rather work on my own

    which contradicts some of the

    discussions that i've heard around

    programming for professional sake is

    there's

    the argument well you're always going to

    be working on a team so therefore you

    always need to be working on some kind

    of group project

    and while that might be true for most of

    the programming

    that you will see in a lot of larger

    corporations or even smaller companies

    that's not necessarily the case for

    engaging in computer science and coding

    for leisure

    so something we need to consider is are

    the practices that we are modeling in

    the classroom

    are they there to support corporate

    practices or are they also there to

    support some of the things that kids can

    engage in when they

    leave the classroom and just want to do

    it for leisure alright so that's kind of

    the main

    summary of the article itself so now i

    want to kind of provide some my

    lingering thoughts and questions which

    is something that i like to do at the

    end of each of these because there's

    always something that i want to learn

    more about

    or consider on these particular papers

    that i unpack so the first question that

    i have is

    what context and data are missing from

    the open ended responses to the survey

    in other words if

    these were semi-structured interviews

    that had the opportunity to actually ask

    some follow-up questions

    what would we learn that wasn't evident

    through a survey response so while

    survey responses are easy

    relatively easy to gather a large number

    of responses from different people

    without having to

    invest a significant portion of time it

    would be interesting to see how the

    responses would have compared with

    actual interviews where you could ask

    some follow-up oh why did you say that

    or what does that mean

    or what are your perspectives on this

    thing that you're not mentioning but

    might be important

    etc and i asked that question not as a

    knock on the research itself it's a good

    paper i recommend reading it but just to

    kind of

    say hey there are some limitations in

    survey approach

    and it would be interesting to see what

    these findings are if you use some other

    methods

    so the next question that i have is how

    do these answers compare with the

    responses from male or non-binary

    participants who may have also filled

    out the survey

    and what about similarities and

    differences among

    other demographics aside from gender so

    i'm curious how responses and different

    categories and types of mods would have

    changed depending on which demographics

    you're looking

    at for this the respondents in this

    particular survey

    and again that's just me kind of

    thinking out loud to say that hey

    that would be interesting to know so the

    last question that i have is do

    participants strongly identify

    as a female modder or are there

    other identities that better align with

    their interest in modding

    and ask us if we think back to the

    chapter three

    episode of paulo freddy's book pedagogy

    of the oppressed

    where i talk about the importance of

    dialogue between oppressor and oppressed

    and how sometimes you engage in that

    dialogue of somebody who you believe is

    being oppressed

    and you might find out oh they actually

    don't feel the same way and have a

    different perspective on it

    and it's not something that they are

    actively interested in changing so while

    there might be a limited number of women

    who are engaging in modding

    maybe they don't see that as a problem

    because maybe that's not an identity

    that they

    are bringing to the table when it comes

    to engaging in modding practices

    so for example although i'm non-binary

    it's

    which is an underrepresented group an

    under discussed group

    my gender identity is not something that

    i think about when i'm engaging in

    serious leisure

    or discussing something in an infinity

    group

    such as like a video game affinity group

    i'm instead there to talk about the game

    not about the game in relation to my

    gender identity so in that particular

    context my gender identity is simply

    something that i don't really consider

    in those contexts and so i'm raising

    this question

    just because i'm thinking out loud and

    wondering that just because we can

    explore marginalized identities within a

    group

    perhaps we should ask also whether

    people within those marginalized groups

    even think about those particular

    demographics or identities in relation

    to the engagement

    in that group and again that's just me

    thinking out loud i do appreciate

    anyone who's willing to investigate

    underrepresentation in any form of

    groups but i also just think that we

    need to engage in a dialogue with them

    to see well does this actually

    is this something that's important to

    that demographic that we're

    investigating that is underrepresented

    and if so why and if not

    why mls lingering thought is how might

    we consider leisure when engaging in

    classroom context

    so if we're doing computer science or

    coding in our classes are we just

    preparing for future jobs or are we also

    talking about how

    people can use these practices and

    concepts

    outside of just careers so for example

    if you have some kids

    who really want to go into a career that

    does not use computer science concepts

    and practices

    but they might want to engage in in

    leisure how could you make those

    connections for them or help them make

    those connections

    so those are some of my lingering

    questions or thoughts and i hope

    this quick summary of the paper entices

    you to want to actually read it which

    you can find for free again

    clicking the link in the show note will

    take you directly to the page

    and you can find those by going to

    jaredlery.com or clicking the link in

    the show notes

    if you enjoyed this episodes please

    consider sharing with somebody else

    or consider adding a review on whatever

    app you're listening to this on thanks

    so much for taking the time to listen

    and i hope you all have a wonderful and

    safe week

Article

Tancred, N., Turkay, S., Vickery, N., Wyeth, P., & McCoombe, A. (2020). Understanding women modders using the serious leisure perspective. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1–13.


Abstract

“Modding, the act of custom creation in videogames, is a large enterprise comprising millions of people. Despite the large number of individuals creating mods, our understanding of who modders are and their motivation for modding is limited. This is especially true for minority groups, including women. In prior research with modding communities, women modders were consistently underrepresented. Using a mixed-method survey (N = 68) that incorporates the Serious Leisure Framework, this study begins to unravel women’s participation in modding activities. We begin to identify who women modders are, examine what motivates them to mod, and investigate their modding practices. Results show that women modders value the creation of multiple mod types, including cosmetic, environmental and gameplay modification. They are primarily motivated by self-gratification and enjoyment. These findings create new insights into how women interact with gaming environments, as well as identifying those aspects of the experience that motivate women’s engagement in modding.”


Author Keywords

Modders, modding, women modding, game modifications, custom content, video games, serious leisure


My One Sentence Summary

This survey investigated motivations for participating in modding practices among women.


Some Of My Lingering Questions/Thoughts

  • What context and data are missing from the open-ended responses to the survey?

  • How did these answers compare with the responses from male or nonbinary participants who also filled out the survey?

    • What about similarities and differences among other demographics aside from gender?

  • Do participants strongly identify as a female modder are there are identities that better align with their interest in modding?

  • How might we consider leisure within classroom contexts?


Resources/Links Relevant to This Episode

  • Other podcast episodes that were mentioned or are relevant to this episode

    • Computer Game Mods, Modders, Modding, and the Mod Scene

      • In this episode I unpack Scacchi’s (2010) publication titled “Computer game mods, modders, modding, and the mod scene,” which examines modding practices within the mod scene, and discusses the social and corporate pressures that influence this culture.

    • Confronting the Challenges of Participatory Culture

      • In this episode I unpack Jenkins et al.’s (2005) publication titled “Confronting the challenges of participatory culture: Media education for the 21st century,” which summarizes the three challenges in media literacy education and provides several core media literacy skills that can address these challenges.

    • Considering Leisure in Education with Roger Mantie

      • In this interview with Roger Mantie, we discuss the importance of leisure for self preservation, problematize the single focus of education for workforce readiness, discuss the importance of focusing on happiness and wellbeing, explore discourse in education and around leisure, and much more.

    • How to Get Started with Computer Science Education

      • In this episode I provide a framework for how districts and educators can get started with computer science education for free.

    • Learning through Game Modding

      • In this episode I unpack El-Nasr and Smith’s (2006) publication titled “Learning through game modding,” which describes two case studies on modifying video games to learn software development and design, as well as programming, artistic, and video game concepts.

    • Pedagogy of the Oppressed

      • Chapter one

        • This episode is the start of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 1, which discusses how oppressors maintain control over the oppressed. Following unpacking scholarship episodes discuss what this looks like in education and how educators can adopt a “pedagogy of the oppressed” to break cycles of oppression.

      • Chapter two

        • This episode is episode two of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 2, which discusses the “banking” approach to education that assumes students are repositories of information, and then proposes a liberatory approach to education that focuses on posing problems that students and teachers collaboratively solve. If you haven’t listened to the discussion on the first chapter, click here.

      • Chapter three

        • This episode is episode three of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 3, which discusses the importance of dialogue when engaging in liberatory practices. This episode builds off the previous unpacking scholarship episodes on chapter one and chapter two, so make sure you listen to those episodes before jumping in here.

      • Chapter four

        • This episode is the final episode of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 4, which synthesizes the concepts introduced in the previous chapters and discusses the difference between anti-dialogical and dialogical practices in education (and at large). This episode builds off the previous unpacking scholarship episodes on chapter one, chapter two, and chapter three so make sure you listen to those episodes before jumping in here.

    • Precarious Playbour: Modders and the Digital Games Industry

      • In this episode I unpack Kücklich’s (2005) publication titled “Precarious playbour: Modders and the digital game industry,” which problematizes modding as a form of free labor.

    • When the Game is Not Enough: Motivations and Practices Among Computer Game Modding Culture

      • In this episode I unpack Sotamaa's (2010) publication titled “When the game is not enough: Motivations and practices among computer game modding culture,” which is a case study that explores the attitudes, motivations, and practices of 29 people who create mods for the game Operation Flashpoint.

    • More episodes related to leisure

    • More episodes related to modding || remixing

    • All other episodes

  • Watch the video of me proposing to my wife through a mod

  • Read the chapter I mentioned in the handbook for music making and leisure

  • Watch a video of the Thomas the Tank mod (not appropriate for school due to violence and language)

  • Find other CS educators and resources by using the #CSK8 hashtag on Twitter



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