What if we were twice as close to the Sun? Interview findings from a science summer camp serving underrepresented youth

What if we were twice as close to the Sun? Interview findings from a science summer camp serving underrepresented youth
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如果我们距离太阳近两倍会怎样?

DOI:
10.1145/3337722.3337762
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发表时间:
2019
期刊:
Proceedings of the 14th International Conference on the Foundations of Digital Games
影响因子:
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通讯作者:
Delialioglu, O.
Delialioglu, O.
中科院分区:
--
文献类型:
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作者:
Yi, Sherry;Lane, H.C.;Delialioglu, O.

文献摘要

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多年来,多样性一直是美国STEM劳动力中的一个普遍问题。增加多样化的努力导致了替代学习空间的出现,如makerspace、课后计划和技术综合课程。我们的研究由一个非营利性组织主办,服务于代表性不足的年轻人,利用视频游戏我的世界(MC)作为一种方式,在一周的时间里让夏令营的学生参与科学概念和询问。采访中反复出现的主题包括关于在家中使用技术的家族规则,以一种新颖的方式与STEM打交道,以及对MC内部建设和创造的热爱。我们讨论了我们对在非正式环境中发生的这些类型的面向STEM的项目的发现和挑战的见解。
Diversity has been a prevalent issue in the American STEM workforce for a number of years. Efforts to increase diversification have resulted in alternate learning spaces such as makerspaces, after school programs, and technology integrated curriculums. Our study, hosted at a non-profit organization serving underrepresented youth, leveraged the video game Minecraft (MC) as a way to engage summer campers in scientific concepts and inquiries over one week. Reoccurring themes from interviews include familial rules on technology use at home, engaging with STEM in a novel way, and a love for building and creating within MC. We discuss our insight into the discoveries and challenges of these types of STEM-oriented program that takes place in informal settings.