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Dive into the research topics where Deborah A. Fields is active.

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Featured researches published by Deborah A. Fields.


ACM Transactions on Computing Education | 2014

A Crafts-Oriented Approach to Computing in High School: Introducing Computational Concepts, Practices, and Perspectives with Electronic Textiles

Yasmin B. Kafai; Eunkyoung Lee; Kristin A. Searle; Deborah A. Fields; Eliot Kaplan; Debora Lui

In this article, we examine the use of electronic textiles (e-textiles) for introducing key computational concepts and practices while broadening perceptions about computing. The starting point of our work was the design and implementation of a curriculum module using the LilyPad Arduino in a pre-AP high school computer science class. To understand students’ learning, we analyzed the structure and functionality of their circuits and program code as well as their design approaches to making and debugging their e-textile creations and their views of computing. We also studied students’ changing perceptions of computing. Our discussion addresses the need for and design of scaffolded challenges and the potential for using crafts materials and activities such as e-textiles for designing introductory courses that can broaden participation in computing.


Games and Culture | 2010

Your Second Selves Player-Designed Avatars

Yasmin B. Kafai; Deborah A. Fields; Melissa S. Cook

Avatars in online games and worlds are seen as players’ key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the players’ ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players’ choices and rationales in creating their avatars, and online postings about avatar design in the community at large. With the growing interest in player-generated content for online worlds such as Second Life, our discussion will address the role of avatars in identity play and self-representation as well as the social issues that arise within the game world.


Games and Culture | 2010

‘‘Blacks Deserve Bodies Too!’’: Design and Discussion About Diversity and Race in a Tween Virtual World

Yasmin B. Kafai; Melissa S. Cook; Deborah A. Fields

In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the player’s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of available resources for avatar construction and online postings about the role of race in avatar design and social interactions in the community. With the growing interest in player-generated content for online worlds such as Teen Second Life, our discussion addresses the role of avatars in teen/tween identity development and self-representation, and the role of virtual entrepreneurs and community activists in increasing the diversity of avatar parts available.


Journal of Organizational and End User Computing | 2010

Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities

Yasmin B. Kafai; Deborah A. Fields; William Q. Burke

Previous efforts in end-user development have focused on facilitating the mechanics of learning programming, leaving aside social and cultural factors equally important in getting youth engaged in programming. As part of a 4-month long ethnographic study, we followed two 12-year-old participants as they learned the programming software Scratch and its associated file-sharing site, scratch.mit.edu, in an after-school club and class. In our discussion, we focus on the role that agency, membership, and status played in their joining and participating in local and online communities of programmers.


International Journal of Science Education | 2009

What do Students Gain from a Week at Science Camp? Youth perceptions and the design of an immersive, research‐oriented astronomy camp

Deborah A. Fields

This study explored American high school students’ perceptions of the benefits of a summer astronomy camp, emphasizing a full cycle of the research process and how the organization of the camp contributed to those perceptions. Semi‐structured interviews with students and staff were used to elicit the specific benefits that campers perceived from their experiences and examine them in relation to the stated goals and strategies of camp staff. Among the perceived benefits that students described were peer relationships, personal autonomy, positive relationships with staff, and deepened science knowledge. These perceived benefits appear to influence the kinds of identities students constructed for themselves in relation to science. Gee’s concept of ‘affinity space’ is used to consider how features of the camp’s design, especially those that promoted student autonomy, contributed to students’ positive perceptions, and to draw implications for the design of informal science learning experiences that can link youth with larger communities of scientists.


Games and Culture | 2010

''Stealing From Grandma'' or Generating Cultural Knowledge? Contestations and Effects of Cheating in a Tween Virtual World

Deborah A. Fields; Yasmin B. Kafai

Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science games. Through analysis we created typologies for both the cheats and sites related to science content. Further, a case study of an exemplary cheat site elaborates on how some player-generated sites work to build knowledge of Whyville. Finally, investigation of over a hundred player-written articles illuminates how Whyvillians contest different practices of cheating and how cheating affects the virtual world. Implications of these findings as cultural artifacts of the game community and as guides for designing informal online learning activities are discussed.


on The Horizon | 2009

Cheating in virtual worlds: transgressive designs for learning

Yasmin B. Kafai; Deborah A. Fields

Purpose – This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike.Design/methodology/approach – The types of cheats were categorized and science content examined in hundreds of cheat sites created for Whyville. The work of a cheat site designer in developing a cheat together with other Whyville players was observed.Findings – It was found that a great variety of cheats are available in educational worlds and that science games that require more than one simple answer also require the development of more sophisticated cheats.Originality/value – Cheating is a transgressive practice widely accepted in gaming but mostly condemned in schooling. The features of cheating and its associated practices allow us to consider transgressiv...


Games and Culture | 2010

Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices

Deborah A. Fields; Yasmin B. Kafai

Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice — the throwing of projectiles and its social uses and nuances — became the focal point of our analyses. The discussions address the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces as well as initial insights into how this practice was used to negotiate relationships in multiple spaces through play.


interaction design and children | 2012

From tools to communities: designs to support online creative collaboration in scratch

Ricarose Roque; Yasmin B. Kafai; Deborah A. Fields

In this paper, we investigate the support of online creative collaborations among young programmers in Scratch. We designed and implemented two online collaboration events, the Collab Challenge and Collab Camp, implemented in January 2011 and in August 2011, respectively, in which members of the Scratch community were invited to work together on programming projects. This paper explores what we learned from iteratively designing and implementing the second event Collab Camp. In our analyses, we reflect on how the changes in context of collaboration (context), the opportunities for finding collaborators (connection), and the engagement of members in constructive feedback (critique) emerged as critical spaces supportive of online collaboration. We discuss how these spaces can serve as guiding principles for online communities that support young designers in creating expressive and personally meaningful projects together.


Interactive Learning Environments | 2015

The programmers’ collective: fostering participatory culture by making music videos in a high school Scratch coding workshop

Deborah A. Fields; Veena Vasudevan; Yasmin B. Kafai

We highlight ways to support interest-driven creation of digital media in Scratch, a visual-based programming language and community, within a high school programming workshop. We describe a collaborative approach, the programmers’ collective, that builds on social models found in do-it-yourself and open source communities, but with scaffolding structures that support students’ learning. We analyze the work of a class of high school student collectives engaged in programming music videos as part of a collaborative challenge in the online Scratch community. Our multi-level analysis focused on students’ learning specific programming concepts, effects of collaborative and task design on learning, and their personal reflections on collaboration and media creation. We address how these overlapping collaborative experiences point to the value of “nested collectives,” or multiple levels of designed-for collaboration. We also highlight a needed shift from a focus on computation to computational participation, highlighting the innately social aspects of media creation.

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Yasmin B. Kafai

University of Pennsylvania

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Michael T. Giang

Mount St. Mary's University

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Kristin A. Searle

University of Pennsylvania

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Noel Enyedy

University of California

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