Search results for author:"Yasmin B Kafai"
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World Conference on Educational Media and Technology 1998 (1998) pp. 56–62
Equitable computer collaborations in mixed gender teams have been a pressing issue for many years. While some have argued for creating single-gender teams or girls-only computer activities, our approach was different. The current study examines a...
AACE Journal Vol. 10, No. 2 (2002) pp. 52–68
To date, the major emphasis of educational technology researchers has been the development and use of educational technologies within school settings. Noticeably absent has been research and considerations that focus on the home as a computer...
Computers & Education Vol. 29, No. 2 (1997) pp. 117–126
A surge of interest has been seen in the use of multimedia in educational computer applications. Some researchers examine which particular benefits media provide for students' learning. A different approach looks at students' learning experience...
Children's Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases
Journal of Science Education and Technology Vol. 16, No. 1 (February 2007) pp. 47–58
This study investigated students' understanding of a virtual infectious disease in relation to their understanding of natural infectious diseases. Two sixth-grade classrooms of students between the ages of 10 and 12 (46 students) took part in a...
Journal of Educational Computing Research Vol. 25, No. 2 (2001) pp. 111–27
Describes a study of third and fifth grade students that investigated moral dilemmas involving computer and Internet use. Significant differences were found between children's moral reasoning in everyday situations compared to those involving...
Teachers College Record Vol. 110, No. 12 (2008) pp. 2601–2632
Background: Existing research suggests that one of the challenges for teachers in persisting with innovative inquiry curricula is their difficulty scaffolding students' transitions into technology-supported and open-ended activities. The question of ...
Review of Research in Education Vol. 35, No. 1 (March 2011) pp. 89–119
In this article, the authors draw on findings from several recent studies, particularly the work on the new media-rich programming environment, Scratch, to demonstrate that contemporary youth communities move fluidly across blurry boundaries to...
Journal of Science Education and Technology Vol. 17, No. 6 (December 2008) pp. 523–529
Our work investigates the annual outbreak of Whypox, a virtual epidemic in Whyville.net, a virtual world with over 1.2 million registered players ages 8-16. We examined online and classroom participants' understanding of a computer virus using...
International Journal of Computer-Supported Collaborative Learning Vol. 4, No. 1 (March 2009) pp. 47–68
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games...
Annual Meeting of SIGCSE 2008 (March 2008)
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after...
Educational Technology Research and Development Vol. 56, No. 5 (December 2008) pp. 575–593
This paper examines the use of mixed methods for analyzing users' avatar-related activities in a virtual world. Server logs recorded keystroke-level activity for 595 participants over a six-month period in Whyville.net, an informal science website....
Learning, Media and Technology Vol. 32, No. 2 (June 2007) pp. 149–166
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that...
Journal of Educational Computing Research Vol. 21, No. 3 (1999) pp. 345–62
Discusses the results of a survey in which 291 parents of an urban elementary school reported on their computer equipment at home, the type and frequency of their children's educational software and Internet use, and shared their ideas how better...
Journal of the Learning Sciences Vol. 10, No. 3 (2001) pp. 323–63
Investigates whether science permeates the design environment and is thus contexted within the other activities of collaborative management and technology. Focuses on which contexts gave rise to science talk. Studies a classroom with (n=33) students ...
A Crafts-Oriented Approach to Computing in High School: Introducing Computational Concepts, Practices, and Perspectives with Electronic Textiles
ACM Transactions on Computing Education Vol. 14, No. 1 (March 2014)
In this article, we examine the use of electronic textiles (e-textiles) for introducing key computational concepts and practices while broadening perceptions about computing. The starting point of our work was the design and implementation of a...
Journal of Adolescent & Adult Literacy Vol. 59, No. 4 (2016) pp. 371–375
Understanding the computational concepts on which countless digital applications run offers learners the opportunity to no longer simply read such media but also become more discerning end users and potentially innovative "writers" of new...
Journal of Science Education and Technology Vol. 9, No. 1 (2000) pp. 67–78
Examines a three-month software design activity in which mixed teams of girls and boys designed and implemented multimedia astronomy resources for younger students. Finds that the configuration of social, physical, and cognitive spaces in the...
The Programmers' Collective: Fostering Participatory Culture by Making Music Videos in a High School Scratch Coding Workshop
Interactive Learning Environments Vol. 23, No. 5 (2015) pp. 613–633
We highlight ways to support interest-driven creation of digital media in Scratch, a visual-based programming language and community, within a high school programming workshop. We describe a collaborative approach, the programmers' collective, that...
Harvard Educational Review Vol. 84, No. 4 (December 2014) pp. 532–556
Electronic textiles are a part of the increasingly popular maker movement that champions existing do-it-yourself activities. As making activities broaden from Maker Faires and fabrication spaces in children's museums, science centers, and...