{"title":"创客空间作为图形世界","authors":"Jennifer Wyld","doi":"10.1145/3141798.3141820","DOIUrl":null,"url":null,"abstract":"This short paper will present findings from a research study on how a group of early adolescents and their facilitators created a figured world where the youth could do the work of \"figuring\" their identity around technology. The figured world explored in this study was a game design class offered as part of an after-school enrichment program at a school serving a typically underrepresented population in STEM fields, both professional and hobbyist.1","PeriodicalId":345656,"journal":{"name":"Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education","volume":"129 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"MakerSpaces as Figured Worlds\",\"authors\":\"Jennifer Wyld\",\"doi\":\"10.1145/3141798.3141820\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This short paper will present findings from a research study on how a group of early adolescents and their facilitators created a figured world where the youth could do the work of \\\"figuring\\\" their identity around technology. The figured world explored in this study was a game design class offered as part of an after-school enrichment program at a school serving a typically underrepresented population in STEM fields, both professional and hobbyist.1\",\"PeriodicalId\":345656,\"journal\":{\"name\":\"Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education\",\"volume\":\"129 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3141798.3141820\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3141798.3141820","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This short paper will present findings from a research study on how a group of early adolescents and their facilitators created a figured world where the youth could do the work of "figuring" their identity around technology. The figured world explored in this study was a game design class offered as part of an after-school enrichment program at a school serving a typically underrepresented population in STEM fields, both professional and hobbyist.1