What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youth

Diversity has been a prevalent issue in the American STEM workforce for a number of years. Efforts to increase diversification have resulted in alternate learning spaces such as makerspaces, after school programs, and technology integrated curriculums. Our study, hosted at a non-profit organization serving underrepresented youth, leveraged the video game Minecraft (MC) as a way to engage summer campers in scientific concepts and inquiries over one week. Reoccurring themes from interviews include familial rules on technology use at home, engaging with STEM in a novel way, and a love for building and creating within MC. We discuss our insight into the discoveries and challenges of these types of STEM-oriented program that takes place in informal settings.

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