Use and development of entertainment technologies in after school STEM program

Use and development of entertainment technologies in after school STEM program
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课后 STEM 项目中娱乐技术的使用和开发

DOI:
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发表时间:
2014
期刊:
Technical Symposium on Computer Science Education
影响因子:
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通讯作者:
T. Barnes
T. Barnes
中科院分区:
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文献类型:
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作者:
Veronica Catété;Kathleen Wassell;T. Barnes

文献摘要

被引文献

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这篇设计研究论文探讨了课后计算机科学课程的实施和课程变化,该课程旨在促进中学生的计算思维。该计划,学生在编程,机器人和计算机科学(SPARCS),可以适应不同的演示环境,如独立的课后课程或长达一个学期的学徒计划。我们通过初始部署,基础设施的开发和内容重组来跟踪该计划的一个实施,以满足学生的兴趣。我们发现,当我们的课程整合了移动的应用程序、视频游戏和Minecraft电脑游戏等消费者技术时,学生流失率下降,平均课程享受度提高。在本文中,我们为读者提供了一个框架,围绕类似的消费者技术运行计算推广活动。
This design research paper examines the implementation and curriculum changes of an after school computer science program that promotes computational thinking to middle school students. The program, Students in Programming, Robotics, and Computer Science (SPARCS), can adapt to different presentation environments, such as independent after school sessions or a semester-long apprenticeship program. We trace one implementation of the program through the initial deployment, the development of infrastructure, and a reorganization of content to address student interests. We found that student attrition dropped and the average session enjoyment increased when our sessions integrated consumer technologies such as mobile applications, video games, and the Minecraft computer game. In this paper, we provide readers a framework for running computing outreach activities around similar consumer technologies.