The Effect of Program Cost on Minority Student Virtual Computing Outreach Participation

Kaylah Mackroy, Whitney Nelson, Kinnis Gosha
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Abstract

A Historically Black College or University (HBCU) hosted a virtual supplemental learning program to expose underrepresented minority and low-income youth to game development via Construct 3: Game Making Software. The program implemented a hybrid need-based admissions model that compared paid, subsidized, and free virtual outreach participation among underrepresented minority (URM) and low-income adolescents. Due to the program's unique distinctions: a virtual learning environment amid COVID-19, African American undergraduate instructors, and its need-based admissions model, it is unclear which factors directly affected student participation. Future directions include investigating what factors contributed to participation rates, obtaining student and parent feedback, and comparing this program to summer programs for underrepresented students.
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项目成本对少数民族学生虚拟计算外展参与的影响
一所历史悠久的黑人学院或大学(HBCU)举办了一项虚拟补充学习计划,通过Construct 3: game Making Software向未被充分代表的少数族裔和低收入青年展示游戏开发。该项目实施了一种基于需求的混合招生模式,比较了弱势群体(URM)和低收入青少年的付费、补贴和免费虚拟外展参与。由于该项目的独特之处在于:新冠疫情期间的虚拟学习环境、非裔美国本科生导师以及基于需求的招生模式,目前尚不清楚哪些因素直接影响了学生的参与。未来的方向包括调查影响参与率的因素,获得学生和家长的反馈,并将该项目与代表性不足的学生的暑期项目进行比较。
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