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Enregistrement W2993908758

After-School Computer Clubhouses and At-Risk Teens.

2004· article· en· W2993908758 sur OpenAlexaboutno aff
Mark Girod, Joseph A. Martineau, Yong Zhao

Notice bibliographique

RevueAmerican secondary education · 2004
Typearticle
Langueen
DomainePsychology
ThématiqueEducational Games and Gamification
Établissements canadiensnon disponible
Organismes subventionnairesnon disponible
Mots-clésPsychologyTest (biology)EnthusiasmMedical educationPedagogyMedicineSocial psychology
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

ABSTRACT KLICK! (Kids Learning In Computer Clubhouses!), a federally funded, afterschool, computer clubhouse operating in Michigan, is investigated as a means for supporting positive, engaging, and innovative after school activities for teens. A quasi-experimental, pre-test/post-test survey suggests that participating in KLICK! is differentially effective for teens with initially low value for school and low GPA on outcomes of school value and technology expertise. Implications for this finding on similar after school programs are discussed. Our nation's teens have garnered much recent attention (Head, 1997; Hellmich, 2002; NBC, 2002). Because of violence, drug and alcohol abuse, dropout rates, suicide, and gang activity our most prized commodity is in jeopardy. Research suggests that our teens are struggling in a culture designed to inspire risk-taking (Ponton, 1997), violence (Canada, 1995, 1998), self-abuse (Pipher, 1994); and even cold-heartedness (Kindlon & Thompson, 2000). Our teens are distant (Hersch, 1998) yet looking for a positive outlet for an unbelievable amount of energy and enthusiasm (Schneider & Stevenson, 1999). Recognizing this, the U.S. Department of Education has supported a strong initiative to open after school programs for teens across the country. After school programs continue to be funded by the U.S. Department of Education (U.S.D.E.) at an incredible rate. In the last several years the U.S.D.E. has provided almost 250 million dollars to establish after school programs in rural and inner city schools. Research continues to demonstrate that students in high quality after school programs are more successful academically and socially than non-participating peers, are more likely to develop healthy self-perceptions and attitudes, and are better able to resist unsafe behaviors such as drug and alcohol use, gang affiliation, and other criminal activities, (U.S. Department of Education, 1998). The block of unsupervised time, between the release of school and the return of parents from work, has led many adolescents to destructive and often criminal behavior. Statistics from the Federal Bureau of Investigation (FBI) show between the ages of 12 and 17 are most at risk of committing violent acts and victimization between 3 p.m. and 6 p.m. - a time when they are not in school at the end of the regular school day (U.S. Department of Education, 1998). In addition to providing needed supervision and guidance, after school programs designed to further engage and enrich students' educational experiences seem to be most successful. Because student participation is voluntary, successful programs usually afford a great deal of choice to their participants. Students are often allowed to decide what activities to choose, when to choose a different activity, and to engage in whatever form and to whatever degree they choose. Most successful programs offer activities and resources that adolescents are not likely to find in other places such as a library, a youth sports center, or their own home. After school programs that provide access to high technology resources seem to be particularly valuable and compelling to teens (Blumenfeld, Soloway, Marx, Krajcik, Guzdial, & Palincsar, 9 1999 1; Kafai, 1996; Papert, 1991). For example, in the 5th Dimensions program originally developed in the Eaboratory of Comparative Human Cognition (LCHC) at the University of California at San Diego, participating teens chose what path to follow through a 'maze' of different activities and challenges. Teens chose which route to take, which activities to attempt, and how to begin completing those activities. Children in the 5th Dimensions program also use a full complement of computer technologies in the form of games, puzzles, and other challenging activities unfamiliar to them (Cole, 1996). At another successful after school program developed at the Media Lab at the Massachusetts Institute of Technology in Boston, teens were free to become creative and productive users of technology for the purposes of designing and expressing themselves artistically. …

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Comment cette classification a été obtenuedéplier

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,000
score de la tête « metaresearch » (Gemma)0,000
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesCharge utile insuffisante (le modèle a refusé de juger)
Catégories consensuellesCharge utile insuffisante (le modèle a refusé de juger)
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Observationnel · Signal consensuel: aucune
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,742
Score d'incertitude au seuil1,000

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0000,000
Méta-épidémiologie (sens strict)0,0000,000
Méta-épidémiologie (sens large)0,0000,000
Bibliométrie0,0000,000
Études des sciences et des technologies0,0000,000
Communication savante0,0000,000
Science ouverte0,0000,000
Intégrité de la recherche0,0000,000
Charge utile insuffisante (le modèle a refusé de juger)0,0020,001

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,006
Tête enseignante GPT0,280
Écart entre enseignants0,274 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle

Classification

machine, non validée

Prédiction automatique; les deux têtes enseignantes s’accordent sur ce qui est montré ici.

Devis d'étudeObservationnel
Domainenon disponible
GenreEmpirique

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations13
Publié2004
Routes d'admission1
Résumé présentoui

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