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pro vyhledávání: '"Gabriela T. Richard"'
Autor:
JooYoung Seo, Gabriela T. Richard
Publikováno v:
Information and Learning Sciences. 122:795-815
PurposeIn response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the “SCAFFOLD” framework, which considers equity, inclusion and accessibility in the design of spaces and activities for sociocultura
Publikováno v:
Information and Learning Sciences. 121:705-709
Autor:
Sagun Giri, Gabriela T. Richard
Publikováno v:
ACM Transactions on Computing Education. 19:1-35
This article proposes and explores the kinds of computational thinking, creative practices, design activities, and inclusive learning opportunities provided to diverse high school youth when designing integrated systems through simultaneously physica
Publikováno v:
Transactions of the Digital Games Research Association. 4
In this paper, we explore the ways in which a collegiate esports team’s play and performance underscore micro-level shifts in learning, domain mastery, and expertise through simultaneously collaborative and competitive gameplay. Specifically, with
Publikováno v:
IDC
Past efforts have demonstrated efficacy in broadening maker learning and participation by leveraging the material affordances and implicit presumptions associated with content creation tools. Past work has found that the purposeful integration of act
Autor:
Yasmin B. Kafai, Gabriela T. Richard
Publikováno v:
CHI
Much attention has focused on the lack of diversity in access and participation in digital media available to youth. Far less attention has been paid to the diversity of youth creators and the content that is produced by youth. We examined the divers
Autor:
Gabriela T. Richard
Publikováno v:
The International Journal of Technology, Knowledge, and Society. 4:93-102
Autor:
Yasmin B. Kafai, Gabriela T. Richard
Publikováno v:
IDC
Most research on game making has focused on designing digital games, as opposed to incorporating the potential for the designs of peripherals and controllers. In this paper, we illustrate how youth created wearable and physically interactive controll
Publikováno v:
SIGCSE
While coding competitions and hackathons have steadily increased in number, few women participate. Because these public events present viable opportunities to broaden participation in computing, we designed the theme to focus on "Wear & Care" and col
Autor:
Gabriela T. Richard, Yasmin B. Kafai
Publikováno v:
SIGCSE
We describe a workshop for high school youth to create interactive responsive and wearable interfaces for computing and gaming. The tools used in the workshop included tangible construction toolkits (the Lilypad Arduino and the MaKeyMaKey) and visual