Remixing Minecraft to broaden participation in computing

Ugochi Acholonu, Dominic A. Amato, Jessa Dickinson, Leslie Smith, Joshua Engel, Erin Walker, G. Grant, Nichole Pinkard
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引用次数: 1

Abstract

Minecraft is one of the most popular games among youth today, experiencing sales over 100 million worldwide and channels on YouTube generating over 47 billion views. Our interest in the game environment is due to its innate computational mechanics that integrate logic, design, and scripting elements. Because of these traits, many organizations and schools are looking to incorporate Minecraft into their curriculum to support computational thinking and computational practices. However, there are challenges surrounding the distribution and availability of individuals who possess the technical and computational expertise needed to support these opportunities. In this poster we introduce the DYN Minecraft Server project. The project is designed to address barriers of entry for adults at schools and youth-serving organizations who want to provide computing-related learning opportunities to diverse youth. We worked with families, city organizations, mentors, and youth to modify the commercially available Minecraft to support adults who may have limited expertise in computing or Minecraft, yet wish to use the platform in order to teach computational content The modifications include the integration of an information network that promotes STEM learning opportunities that are available throughout the city. We discuss our design process, designed activities and interfaces, and feedback from youth, partners, and mentors using the system.
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重新混合《我的世界》以扩大计算机的参与
《我的世界》是当今年轻人中最受欢迎的游戏之一,全球销量超过1亿,YouTube频道的浏览量超过470亿。我们之所以对游戏环境感兴趣,是因为其内在的计算机制整合了逻辑、设计和脚本元素。由于这些特点,许多组织和学校都希望将《我的世界》纳入他们的课程,以支持计算思维和计算实践。然而,拥有支持这些机会所需的技术和计算专业知识的个人的分布和可用性存在挑战。在这张海报中,我们介绍了DYN Minecraft服务器项目。该项目旨在解决学校和青年服务组织中成年人的入学障碍,这些组织希望为不同的青年提供与计算机相关的学习机会。我们与家庭、城市组织、导师和青年合作,修改了市上可用的《我的世界》,以支持那些在计算或《我的世界》方面专业知识有限,但希望使用该平台来教授计算内容的成年人。修改包括整合信息网络,促进整个城市可用的STEM学习机会。我们讨论了我们的设计过程,设计的活动和界面,以及青年,合作伙伴和导师使用系统的反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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