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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…
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7 relations
Adobe Flash
Avatar (computing)
HTML5
James M. Bower
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Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
Review
2016
Review
2016
WhyPower and Careers with Mathematics: How Middle School Students Responded in a Virtual World
Cliff Zintgraff
,
Ed Fuller
International Conference on Advanced Learning…
2016
Corpus ID: 10768116
Middle school students participated in WhyPower, a virtual power plant activity in Whyville, a learning-based virtual world for…
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2015
2015
Students' Career Interests and Understanding about Occupations: A Study Using Whyville Players' Behavioral Data. Issue Brief.
Yaoran Li
,
Ruitao Liu
2015
Corpus ID: 156446108
According to data based on the 2013 ACT®‐tested graduating class,1 62% of students indicated that they needed assistance with…
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2012
2012
Playing the Mysterious Game of Online Love: Examining an Emerging Trend of Limiting § 230 Immunity of the Communications Decency Act and the Effects on E-Dating Websites
Matthew Altenberg
Pace Law Review
2012
Corpus ID: 151245299
2012
2012
TPACK Vernaculars in Social Studies Research
John Lee
,
M. Manfra
2012
Corpus ID: 156996927
To address the myriad effects that emerge from using technology in social studies, we introduce in this chapter the concept of…
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Review
2011
Review
2011
Emerging contexts for science education: embedding a forensic science game in a virtual world
Carlos Monroy
,
Yvonne Klisch
,
Leslie M. Miller
iConference
2011
Corpus ID: 10920493
Advancements in technology are transforming the educational landscape at a rapid pace, impacting educators, students, and…
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2011
2011
THE NATURE OF USING VIRTUAL WORLDS BY A CHILD AS A LEARNING PLATFORM: A Case Study
Ahmet Baytak
2011
Corpus ID: 111842538
The development of new technologies is found inevitable and children interests toward online platforms and virtual worlds are…
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2010
2010
Safeguarding Play in Virtual Worlds: Designs and Perspectives on Tween Player Participation in Community Management
Y. Kafai
,
Kristin A. Searle
2010
Corpus ID: 2612499
Managing problematic interactions in online communities has been a challenge since the days of early text-based, multi-user…
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2009
2009
The Girl Game Company: Engaging Latina Girls in Information Technology.
2009
Corpus ID: 148264318
Once logged on, Teresa goes directly into Whyville, the online community where students earn virtual money, dress up an avatar…
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2008
2008
Real arguments about a virtual epidemic: conversations and contestations in a tween gaming club
Y. Kafai
,
Jacqueline Wong
International Conference of the Learning Sciences
2008
Corpus ID: 6223108
Recent studies have examined how argumentation around science is positioned and used in everyday interactions. Our research…
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2004
2004
Supporting Inquiry in Science Classrooms with the Web
Krista D. Simons
,
Doug Clark
2004
Corpus ID: 62708462
Abstract This paper focuses on Web-based science inquiry and five representative science learning environments. The discussion…
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