Open Access. Powered by Scholars. Published by Universities.®

Social and Behavioral Sciences Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 2 of 2

Full-Text Articles in Social and Behavioral Sciences

The Use Of Robotics, Gps And Gis Technologies To Encourage Stem-Oriented Learning In Youth, Viacheslav I. Adamchuk, Gwen Nugent, Bradley S. Barker, Neal Grandgenett Sep 2009

The Use Of Robotics, Gps And Gis Technologies To Encourage Stem-Oriented Learning In Youth, Viacheslav I. Adamchuk, Gwen Nugent, Bradley S. Barker, Neal Grandgenett

Teacher Education Faculty Proceedings & Presentations

In our technology rich world, the educational areas of science, technology, engineering, and mathematics (STEM) play an increasingly essential role in developing well-prepared specialists for the 21st century workplace. Unfortunately, interest in theses areas has been declining for a few decades. Various innovative educational initiatives in formal and informal learning environments have been undertaken nationally to attempt to encourage STEM-oriented learning. Funded by the National Science Foundation, the particular program described in this paper focuses on middle school youth in non-formal learning environments. The program integrates educational robotics, Global Positioning System (GPS) and geographic information system (GIS) technologies to provide …


A Connective Ethnography Of Peer Knowledge Sharing And Diffusion In A Tween Virtual World, Deborah A. Fields, Y. B. Kafai Jan 2009

A Connective Ethnography Of Peer Knowledge Sharing And Diffusion In A Tween Virtual World, Deborah A. Fields, Y. B. Kafai

Instructional Technology and Learning Sciences Faculty Publications

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 and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread across a group of tween players ages 9–12 years in an after-school gaming club that simultaneously participated in a virtual world called Whyville.net. In order to understand how this practice proliferated, we followed the club members as they interacted with each other and members of the virtual …