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Whyville Research


Galas C. (2006).  Why Whyville?.  ISTE Learning and Leading with Technology, 30-36.
CathleenGalas.com

Kafai, Y. B. (2010). World of Whyville An Introduction to Tween Virtual Life.Games and Culture, 5(1), 3-22.Google Scholar
Google Scholar

Kafai, Y. B., & Giang, M. T. (2007). Virtual playgrounds: Children’s multi-user virtual environments for playing and learning with science. Children’s Learning in a Digital World. Blackwell Publishing, Oxford, UK.
Google Scholar

Kao, L., Galas, C., & Kafai, Y. B. (2005). “A totally different world”: Playing and learning in multi-user virtual environments. Paper presented at the DIGRA conference in Vancouver, CA.
CathleenGalas.com

Neulight, N., Kafai, Y. B., Kao, L., Foley, B., & Galas, C. (2007).  Children’s participation in a virtual epidemic in the science classroom: Making connections to natural infectious diseases. Journal of Science Education and Technology, 16(1), 47-58.
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WhyPower Research


Results from the formal evaluation of WhyPower's grant project with the Texas Workforce Commission and Next Generation Learning Challenges has just completed.  Early results should be viewed with caution.  Three suggestions made by the early research results are increased interest in STEM careers, increased interest in math from those students previously ambivalent about math, and student understanding of the importance of math to careers, especially for previously ambivalent students.  Results were statistically significant and deserve further review and study.
Zintgraff, C. (2014).  Middle school students and fractions in WhyPower: Gaming, repetition and learning outcomes.  In Proceedings of the Society for Information Technology and Teacher Education 2014 Read
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