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:
影响因子:
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通讯作者:
T. Barnes
中科院分区:
文献类型:
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作者:
Veronica Catété;Kathleen Wassell;T. Barnes
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.