What if we were twice as close to the sun? Findings from a science summer camp serving underrepresented youth

Sherry Yi, H. Chad Lane, Ömer Delialioǧlu

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish (US)
Title of host publicationProceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019
EditorsFoaad Khosmood, Johanna Pirker, Thomas Apperley, Sebastian Deterding
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450372176
DOIs
StatePublished - Aug 26 2019
Event14th International Conference on the Foundations of Digital Games, FDG 2019 - San Luis Obispo, United States
Duration: Aug 26 2019Aug 30 2019

Publication series

NameACM International Conference Proceeding Series

Conference

Conference14th International Conference on the Foundations of Digital Games, FDG 2019
Country/TerritoryUnited States
CitySan Luis Obispo
Period8/26/198/30/19

Keywords

  • Diversity
  • Informal learning
  • Minecraft
  • STEM education
  • Situational interest
  • Triggering interest
  • Video games

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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