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Andres Monroyhernandez - One of the best experts on this subject based on the ideXlab platform.

  • a longitudinal dataset of five years of public activity in the scratch Online Community
    arXiv: Computers and Society, 2017
    Co-Authors: Benjamin Mako Hill, Andres Monroyhernandez
    Abstract:

    Scratch is a programming environment and an Online Community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch Online Community during its first five years (2007-2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication.

  • a longitudinal dataset of five years of public activity in the scratch Online Community
    Scientific Data, 2017
    Co-Authors: Benjamin Mako Hill, Andres Monroyhernandez
    Abstract:

    Scratch is a programming environment and an Online Community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch Online Community during its first five years (2007–2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication. Machine-accessible metadata file describing the reported data (ISA-Tab format)

  • making projects making friends Online Community as catalyst for interactive media creation
    New Directions for Youth Development, 2010
    Co-Authors: Karen Brennan, Andres Monroyhernandez, Mitchel Resnick
    Abstract:

    To become full and active participants in today's technologically saturated society, young people need to become creators (and not just consumers) of interactive media. Developing the requisite abilities and capacities is not a wholly individual process; it is important for young people to have access to communities where they can collaborate and share ideas. This article uses the Scratch Online Community for exploring how different forms of participation and collaboration can support and shape the ways in which young people develop as creators of interactive media. We describe participation in this Community in terms of a spectrum ranging from socializing to creating and present examples of three forms of collaboration within the Community. We argue that the most exciting interactive media creation and valuable learning experiences are taking place in the middle space, where participants draw on the best of socializing and creating practices.

Thomas W. Brignall - One of the best experts on this subject based on the ideXlab platform.

  • An Online Community as a New Tribalism: The World of Warcraft
    2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07), 2007
    Co-Authors: Thomas W. Brignall, Thomas L. Van Valey
    Abstract:

    Massive, multiplayer Online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new Online forms of Community. Using participant observation and content analysis approaches, this study examines the World of Warcraft as an Online Community, and investigates the degree to which it exhibits characteristics of a new tribalism

  • HICSS - An Online Community as a New Tribalism: The World of Warcraft
    2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07), 2007
    Co-Authors: Thomas W. Brignall, T.l. Van Valey
    Abstract:

    Massive, multiplayer Online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new Online forms of Community. Using participant observation and content analysis approaches, this study examines the World of Warcraft as an Online Community, and investigates the degree to which it exhibits characteristics of a new tribalism

T.l. Van Valey - One of the best experts on this subject based on the ideXlab platform.

  • HICSS - An Online Community as a New Tribalism: The World of Warcraft
    2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07), 2007
    Co-Authors: Thomas W. Brignall, T.l. Van Valey
    Abstract:

    Massive, multiplayer Online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new Online forms of Community. Using participant observation and content analysis approaches, this study examines the World of Warcraft as an Online Community, and investigates the degree to which it exhibits characteristics of a new tribalism

Thomas L. Van Valey - One of the best experts on this subject based on the ideXlab platform.

  • An Online Community as a New Tribalism: The World of Warcraft
    2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07), 2007
    Co-Authors: Thomas W. Brignall, Thomas L. Van Valey
    Abstract:

    Massive, multiplayer Online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new Online forms of Community. Using participant observation and content analysis approaches, this study examines the World of Warcraft as an Online Community, and investigates the degree to which it exhibits characteristics of a new tribalism

Benjamin Mako Hill - One of the best experts on this subject based on the ideXlab platform.

  • a longitudinal dataset of five years of public activity in the scratch Online Community
    arXiv: Computers and Society, 2017
    Co-Authors: Benjamin Mako Hill, Andres Monroyhernandez
    Abstract:

    Scratch is a programming environment and an Online Community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch Online Community during its first five years (2007-2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication.

  • a longitudinal dataset of five years of public activity in the scratch Online Community
    Scientific Data, 2017
    Co-Authors: Benjamin Mako Hill, Andres Monroyhernandez
    Abstract:

    Scratch is a programming environment and an Online Community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch Online Community during its first five years (2007–2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication. Machine-accessible metadata file describing the reported data (ISA-Tab format)