Yasmin B. Kafai

ORCID: 0000-0003-4018-0491
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About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • Digital Games and Media
  • Child Development and Digital Technology
  • Innovative Teaching and Learning Methods
  • Innovative Human-Technology Interaction
  • Impact of Technology on Adolescents
  • Crafts, Textile, and Design
  • Gender and Technology in Education
  • Online Learning and Analytics
  • Literacy, Media, and Education
  • ICT in Developing Communities
  • Social Media and Politics
  • Mobile Learning in Education
  • Design Education and Practice
  • Wikis in Education and Collaboration
  • Open Education and E-Learning
  • Digital Storytelling and Education
  • Interactive and Immersive Displays
  • Experimental Learning in Engineering
  • Education and Technology Integration
  • Biomedical and Engineering Education
  • Innovative Education and Learning Practices
  • Creativity in Education and Neuroscience
  • Gender, Feminism, and Media

University of Pennsylvania
2015-2024

California University of Pennsylvania
2014-2024

University of Washington
2024

Agency for Healthcare Research and Quality
2024

Guthrie Foundation
2024

Utah State University
2021-2023

Pathways Behavioral Services
2021

Institute for Learning and Development
2020

Philadelphia University
2011-2013

University of California, Los Angeles
1999-2009

"Digital fluency" should mean designing, creating, and remixing, not just browsing, chatting, interacting.

10.1145/1592761.1592779 article Communications of the ACM 2009-10-27

Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, parents are struck by the quality of engagement that stands in stark contrast to usual interest school homework activities. Whereas most research efforts concentrated on discussing effects game playing, this book takes a different stance. It close look at as context for learning placing children roles producers rather consumers games. Kafai presents constructionist vision...

10.5860/choice.32-5200 article EN Choice Reviews Online 1995-05-01

This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed thinking in terms making instructional educational materials, turn naturally the concept designing games. Far fewer people have sought tables: by learning instead playing Rather than embedding “lessons” directly games, constructionists focused their efforts on providing students with greater opportunities construct own...

10.1177/1555412005281767 article EN Games and Culture 2005-12-08

This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch experiences of urban youth ages 8-18 at Computer Clubhouse 'an after school center' over an 18-month period. Our analyses 536 projects collected during this time documents learning key concepts even in absence instructional interventions or experienced mentors. discuss motivations who choose program rather than using one many...

10.1145/1352135.1352260 article EN Proceedings of the 35th SIGCSE technical symposium on Computer science education 2008-03-12

There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, traditionally left out these discussions-namely, children's learning through making their own In this article, we review and synthesize 55 studies from last decade on games learning. We found that majority focused teaching coding academic content game making, few explicitly examined roles collaboration identity process. argue future discussions serious gaming...

10.1080/00461520.2015.1124022 article EN public-domain Educational Psychologist 2015-10-02

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 our work was design implementation a curriculum module using LilyPad Arduino in pre-AP high school computer science class. To understand students’ learning, analyzed structure functionality their circuits program code as well approaches to making debugging e-textile creations views We also studied...

10.1145/2576874 article EN ACM Transactions on Computing Education 2014-03-01

Electronic textiles are a part of the increasingly popular maker movement that champions existing do-it-yourself activities. As making activities broaden from Maker Faires and fabrication spaces in children's museums, science centers, community organizations to school classrooms, they provide new opportunities for learning while challenging many current conventions schooling. In this article, authors Yasmin Kafai, Deborah Fields, Kristin Searle consider one disruptive area making: electronic...

10.17763/haer.84.4.46m7372370214783 article EN Harvard Educational Review 2014-12-01

Seeking to reframe computational thinking as participation.

10.1145/2955114 article EN Communications of the ACM 2016-07-22

Coding, once considered an arcane craft practiced by solitary techies, is now recognized educators and theorists as a crucial skill, even new literacy, for all children. Programming often promoted in K-12 schools way to encourage computational thinking -- which has become the umbrella term understanding what computer science contribute reasoning communicating ever-increasingly digital world.In Connected Code, Yasmin Kafai Quinn Burke argue that although represents excellent starting point,...

10.5860/choice.187390 article EN Choice Reviews Online 2015-05-20

Over the past decade, initiatives around world have introduced computing into K–12 education under umbrella of computational thinking. While initial implementations focused on skills and knowledge for college career readiness, more recent framings include situated thinking (identity, participation, creative expression) critical (political ethical impacts computing, justice). This expansion reflects a revaluation what it means learners to be computationally-literate in 21st century. We review...

10.3102/0013189x211057904 article EN cc-by-nc Educational Researcher 2021-11-05

Scratch is a networked, media-rich programmingenvironment designed to enhance the development oftechnological fluency at after-school centers ineconomically-disadvantaged communities. Just as theLEGO MindStorms robotics kit added programmabilityto an activity deeply rooted in youth culture (buildingwith LEGO bricks), adds programmability tothe and network-based activities that aremost popular among computercenters. Taking advantage of extraordinaryprocessing power current computers,...

10.1109/c5.2004.33 article EN 2004-01-29

Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted ways gender stereotyping and related social economic issues permeate digital game play, number of women girl gamers has risen considerably. Despite this, disparities remain in gaming. Women may be warriors World Warcraft, but they are also scantily clad booth babes whose sex appeal is used promote games at trade shows. Player-generated content revolutionized gaming, few marketed girls allow modding (game...

10.5860/choice.46-6619 article EN Choice Reviews Online 2009-08-01

Traditionally, educational researchers and practitioners have focused on the development of youths' critical understanding media as a key aspect new literacies. The 21 st Century landscape suggests an extension this traditional notion literacy - that sees creative designs, ethical considerations, technical skills part youth's expressive intellectual engagement with participatory competencies. These engagements are also growing Do-It-Yourself, or DIY, movement involving arts, crafts,...

10.3102/0091732x10383211 article EN Review of Research in Education 2011-03-01

Based on work in media studies, new literacy applied linguistics, the arts and empirical research experiences of urban youths' informal practices, we articulate a vision for education digital age that encompasses genres, convergence, mixes participation. We first outline history how students' creative production has been used to meet goals educators highlight trends are instructive production. Our goal is introduce situate ways which youth participating subsequent impact this might have...

10.1080/17439880701343337 article EN Learning Media and Technology 2007-05-11

Learning programming introduces students to solving problems, designing applications, and making connections online.

10.1177/003172171309500111 article EN Phi Delta Kappan 2013-09-01

10.1002/sce.20261 article EN Science Education 2008-01-10

There have been many efforts to increase access and participation of indigenous communities in computer science education using ethnocomputing. In this paper, we extend culturally responsive computing by electronic textiles that leverage traditional crafting sewing practices help students learn about engineering as they also engage with local knowledges. Electronic include sewable microcontrollers can be connected sensors actuators stitching circuits conductive thread. We present findings...

10.1145/2538862.2538903 article EN 2014-02-18

We draw attention to the intersection of race/ethnicity and gender in computing education by examining experiences ten American Indian boys (12-14 years old) who participated introductory activities with electronic textiles. To date, use textiles (e-textiles) materials have been shown be particularly appealing girls women because they combine craft, circuitry, computing. hypothesized that e-textiles would a strong community-based craft tradition linked heritage cultural practices. In order...

10.1145/2787622.2787724 article EN 2015-07-28

Most research in primary and secondary computing education has focused on understanding learners within formal classroom communities, leaving aside the growing number of promising informal online programming communities where young contribute, comment, collaborate programs. In this paper, we examined trends computational participation Scratch, an community with over 1 million registered youth designers primarily 11-18 years age. Drawing a random sample 5,000 programmers their activities...

10.1145/2670757.2670768 article EN 2014-10-28

While coding competitions and hackathons have steadily increased in number, few women participate. Because these public events present viable opportunities to broaden participation computing, we designed the theme focus on "Wear & Care" collaborative arrangements a hardware hackathon, called StitchFest, which 33 undergraduate graduate students used LilyPad Arduino design wearables. Our analysis focused interviews conducted with eight female seven male college participants understand how...

10.1145/2676723.2677310 article EN 2015-02-24

other Public Access Share on From theory bias to dialogue: embracing cognitive, situated, and critical framings of computational thinking in K-12 CS education Authors: Yasmin Kafai University Pennsylvania PennsylvaniaView Profile , Chris Proctor Stanford UniversityView Debora Lui Authors Info & Claims ACM InroadsVolume 11Issue 1March 2020 pp 44–53https://doi.org/10.1145/3381887Published:13 February 2020Publication History 33citation1,890DownloadsMetricsTotal Citations33Total...

10.1145/3381887 article EN ACM Inroads 2020-02-13
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