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Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities

Volume 22, Issue 2. Copyright © 2010. 15 pages.
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DOI: 10.4018/joeuc.2010101906
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MLA

Kafai, Yasmin B., Deborah A. Fields and William Q. Burke. "Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities." JOEUC 22.2 (2010): 21-35. Web. 19 Jun. 2013. doi:10.4018/joeuc.2010101906

APA

Kafai, Y. B., Fields, D. A., & Burke, W. Q. (2010). Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities. Journal of Organizational and End User Computing (JOEUC), 22(2), 21-35. doi:10.4018/joeuc.2010101906

Chicago

Kafai, Yasmin B., Deborah A. Fields and William Q. Burke. "Entering the Clubhouse: Case Studies of Young Programmers Joining the Online Scratch Communities," Journal of Organizational and End User Computing (JOEUC) 22 (2010): 2, accessed (June 19, 2013), doi:10.4018/joeuc.2010101906

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Abstract

Previous efforts in end-user development have focused on facilitating the mechanics of learning programming, leaving aside social and cultural factors equally important in getting youth engaged in programming. As part of a 4-month long ethnographic study, we followed two 12-year-old participants as they learned the programming software Scratch and its associated file-sharing site, scratch.mit.edu, in an after-school club and class. In our discussion, we focus on the role that agency, membership, and status played in their joining and participating in local and online communities of programmers.
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Background

Traditionally end-user development has been concerned with professionals and how they can customize tools to accomplish their work. Much of the research has either studied what problems end-user designers encounter in this process or how to design tools that would be supportive of their endeavors (e.g., Lieberman, Paterno, & Wulf, 2006). This research has been largely separate from efforts that have covered the same territory, albeit with young end-users, in school contexts. Here end-user development has been concerned with designing environments and tools that support novices in learning of programming (Guzdial, 2004). Ultimately, end-user development for professionals was seen as facilitating the modification of tools, whereas the focus for youth was on designing tools for ease-of-use, taking into account the differences in motivation, background, and developing expertise between young learners and adult professionals (Soloway, Guzdial, & Hay, 1994).

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