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What if we were twice as close to the sun? Findings from a Science Summer Camp Serving
Date
2019-08-30
Author
Delialioğlu, Ömer
Metadata
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This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
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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.
Subject Keywords
Diversity
,
Informal learning
,
STEM education
,
Triggering interest
,
Minecraft
,
Video games
,
Situational interest
URI
https://hdl.handle.net/11511/47221
DOI
https://doi.org/10.1145/3337722.3337762
Collections
Department of Computer Education and Instructional Technology, Conference / Seminar