What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youth
暂无分享,去创建一个
[1] E. Vandewater,et al. Relation of adolescent video game play to time spent in other activities. , 2007, Archives of pediatrics & adolescent medicine.
[2] R. Driver,et al. Pupils and Paradigms: a Review of Literature Related to Concept Development in Adolescent Science Students , 1978 .
[3] Eric N. Wiebe,et al. Student Attitudes toward STEM: The Development of Upper Elementary School and Middle/High School Student Surveys , 2013 .
[4] S. Hidi,et al. Revisiting the Conceptualization, Measurement, and Generation of Interest , 2011 .
[5] Anthony P. Carnevale,et al. Recovery: Job Growth and Education Requirements through 2020. , 2013 .
[6] J. Cromley,et al. Undergraduate STEM Achievement and Retention , 2016 .
[7] Emiko Charbonneau,et al. Exploring Minecraft as a conduit for increasing interest in programming , 2013, FDG.
[8] Neil F. Comins. What If the Moon Didn't Exist?: Voyages to Earths That Might Have Been , 1993 .
[9] E. Deci. The relation of interest to the motivation of behavior: A self-determination theory perspective. , 1992 .
[11] G. G. Stokes. "J." , 1890, The New Yale Book of Quotations.
[12] P. Silvia. Exploring the Psychology of Interest , 2006 .
[13] Neil F. Comins. What If the Earth Had Two Moons?: And Nine Other Thought-Provoking Speculations on the Solar System , 2010 .
[14] Tanya Krzywinska,et al. Tomb Raiders and Space Invaders: Video Games in the 21st Century , 2005 .
[15] Adam V. Maltese,et al. STEM Pathways: Do Men and Women Differ in Why They Enter and Exit? , 2017 .
[16] H. Chad Lane,et al. Minecraft as a sandbox for STEM interest development: Preliminary results , 2017 .
[17] S. Blakemore,et al. Adolescence as a Sensitive Period of Brain Development , 2015, Trends in Cognitive Sciences.
[18] A. Chen,et al. An examination of situational interest and its sources. , 2001, The British journal of educational psychology.
[19] S. Hidi,et al. The Role Of Interest In Learning And Development , 1994 .
[20] L. Gideon. Handbook of Survey Methodology for the Social Sciences , 2012 .
[21] James Paul Gee,et al. Good Video Games + Good Learning: collected essays on video games, learning and literacy , 2013 .
[22] K. Ann Renninger,et al. Interest in mathematics and science learning , 2015 .
[23] Jenna Burrell,et al. 'Connected Learning' and the Equity Agenda: A Microsociology of Minecraft Play , 2017, CSCW.
[24] S. Hidi,et al. The Four-Phase Model of Interest Development , 2006 .
[25] Gregory Schraw,et al. Situational Interest: A Review of the Literature and Directions for Future Research , 2001 .
[26] Suzanne Hidi,et al. Interest and Its Contribution as a Mental Resource for Learning , 1990 .
[27] A. Krapp. Interest, motivation and learning: An educational-psychological perspective , 1999 .
[28] H. Chad Lane,et al. Playing With Virtual Blocks: Minecraft as a Learning Environment for Practice and Research , 2017 .
[29] W. Schweigert,et al. Research Methods and Statistics in Psychology , 2023 .