What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Using scalable game design to teach computer science from middle school to graduate school
Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
"Let the players play!" & other earnest remarks about videogame authorship
ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 1
Recognizing computational thinking patterns
Proceedings of the 42nd ACM technical symposium on Computer science education
CS education re-kindles creativity in public schools
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
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The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We analyze urban youths' media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3) comparative in-depth case studies. Aspects of new literacy studies, social theories of literacy, and situated learning guide the methodology and interpretation in this study. Media arts projects like these are not well understood in the research literature but have the potential to teach us about learning and literacy in the age of multimedia.