Abstract
Explore how a London science museum’s CoderDojo computing workshops support young people to engage with STEM, helping researchers better understand ways science learning is taking place.
Supplemental Material
Acknowledgments
This article is supported by the “Learning science the fun and creative way: coding, making, and play as vehicles for informal science learning in the 21st century” Project, under the European Commission’s Horizon 2020 SwafS-11-2017 Program (Project Number: 787476). Many thanks to all partners of the project for their support.
The author would also like to thank museum staff, volunteers, and participants of the workshops who participated in the research and the anonymous reviewers. Special thanks to Karen Davies, and the SMG Audience Research team for their input and help. Finally, I would like to express my gratitude and sincerely thank Lauren Souter for her invaluable guidance, feedback, and encouragement in preparation for this paper.
References
- Archer, L., E. Dawson, J. DeWitt, S. Godec, H. King, A. Mau, E. Nomikou, A. Seakins. 2016. Science Capital Made Clear. Available at: https://www.stem.org.uk/sites/default/files/pages/downloads/Science-Capital-Made-Clear.pdf.
- Archer, L., E. Dawson, J. DeWitt, A. Seakins, B.Wong. 2015. “Science capital”: A conceptual, methodological, and empirical argument for extending Bourdieusian notions of capital beyond the arts, Journal of Research in Science Teaching 52 (7): 922–948. Available at: https://doi.org/10.1002/tea.21227.
- COMnPLAY Science. 2021. D1.2 COMnPLAY Science research instruments and tools report, Available at: https://comnplayscience.eu/wpcontent/uploads/2021/02/D1.2.pdf
Additional information
Notes on contributors
Dafni Konstantinidi-Sofrona
Dafni Konstantinidi-Sofrona ([email protected]) is an Audience Researcher at the Science Museum Group based at the Science Museum in London, United Kingdom.