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Whyville

Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon Inc. Whyville engages its users in… Expand
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Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
2010
2010
Much research has described the various practices needed of gaining access and participation in multi-user game communities… Expand
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Review
2010
Review
2010
Virtual worlds have become the new playground for millions of tweens but we know little what it takes to become a player in a… Expand
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Highly Cited
2010
Highly Cited
2010
Avatars in online games and worlds are seen as players’ key representations in interactions with each other. In this article, we… Expand
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Highly Cited
2009
Highly Cited
2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have… Expand
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2009
2009
Once logged on, Teresa goes directly into Whyville, the online community where students earn virtual money, dress up an avatar… Expand
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2008
2008
In this poster I use findings from an ethnographic analysis of young people's video gaming practices to approach an educational… Expand
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2008
2008
Little is known how young players learn to participate in various activities in virtual worlds. We use a new integrative approach… Expand
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Highly Cited
2007
Highly Cited
2007
We need not to be let alone. We need to be really bothered once in a while. How long is it since you were really bothered? About… Expand
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2007
2007
In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween… Expand
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2006
2006
Informal learning environments such as museums create opportunities for people to learn in casual, social environment and to… Expand
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