Yasmin Kafai

Yasmin B. Kafai
Image: 200 pixels
Alma materHarvard University
Technische Universität Berlin
Known forConstructionism
Scratch
Electronic Textiles
Scientific career
FieldsLearning Sciences
Computer Science
Constructionist Learning
Game studies
InstitutionsUniversity of Pennsylvania
University of California Los Angeles
Massachusetts Institute of Technology
Academic advisorsSeymour Papert
Idit Harel

Yasmin B. Kafai is a German American academic who is Professor of Learning Sciences at the University of Pennsylvania Graduate School of Education, with a secondary appointment in Computer and Information Sciences at University of Pennsylvania School of Engineering and Applied Science. She is a past president of the International Society of the Learning Sciences (ISLS), and an executive editor of the Journal of the Learning Sciences.[1]

Life

Kafai was born in Germany and has worked and studied in Germany, France, and the United States. In the U.S., Kafai worked with Seymour Papert at the MIT Media Laboratory and was a faculty member of the UCLA Graduate School of Education and Information Studies.[1]

Kafai is a pioneer in research on computing, gaming, and learning.[2][3] Utilizing constructionist theory, Kafai examines technology designs and culture, and helped to set the foundation for programmatic initiatives on games and learning.[1] Kafai was an early developer and researcher of Scratch, an educational programming language that allows young people to creatively participate as programmers in the development of virtual projects.[4] She is also an active voice on the involvement of girls in gaming and programming[5] and on the impact of virtual gaming on real-life social behavior in youth.[6][7]

Kafai is an editor of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (2008), a collection of essays that builds on the groundbreaking book From Barbie to Mortal Kombat (Cassell and Jenkins, 2000).[8] Beyond Barbie and Mortal Kombat presents new developments in gaming, gender, and learning, and why gender-based stereotypes persist in gaming.[1][8][9] Kafai's 1995 book Minds in Play: Computer Design as a Context for Children's Learning helped to establish the field of gaming and learning.[1] Kafai has also written Under the Microscope: A Decade of Gender Equity Interventions in the Sciences (2004), contributed to Tech-Savvy: Educating Girls in the New Computer Age, and written several journal and book articles.[1]

Published books

  • Kafai, Y. B. & Burke, Q. (2016). Connected gaming: What making video games can teach us about learning and literacy. Cambridge, MA: The MIT Press.[10]
  • Kafai, Y. B. & Burke, Q. (2014). Connected code: Why children need to learn programming. Cambridge, MA: The MIT Press.[11]
  • Kafai, Y. B. & Fields, D. A. (2013). Connected play: Tweens in a virtual world. Cambridge, MA: The MIT Press.[12]
  • Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children’s learning. Mahwah, NJ: Lawrence Erlbaum.[13]

Edited books

  • Holbert, N., Berland, M., & Kafai, Y. B. (Eds.). (2020). Designing constructionist futures: The art, theory, and practice of learning designs. MIT Press.[14]
  • Buechley, L., Peppler, K. A., Eisenberg, M., & Kafai, Y. B. (Eds.) (2013). Textile messages: Dispatches from the world of electronic textiles and education. New York: Peter Lang Publishers.[15]
  • Kafai, Y. B., Peppler, K. A., & Chapman, R. N. (Eds.) (2009). The computer clubhouse: Constructionism and creativity in youth communities. New York: Teachers College Press.[13]
  • Kafai, Y. B., Heeter, C., Denner, J., & Sun, J. (Eds.) (2008). Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, MA: The MIT Press.[16]
  • Kafai, Y. B., & Resnick, M. (Eds.) (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Mahwah, NJ: Lawrence Erlbaum.[13]

References

  1. ^ a b c d e f "Yasmin B. Kafai". Penn GSE. Retrieved 2011-01-27.
  2. ^ James Ryan (1998-07-02). "On the Job With Putt-Putt, Freddi Fish and Pajama Sam". The New York Times. Retrieved 2011-01-27.
  3. ^ Pamela Mendels (2000-04-12). "Changing Girls' Attitudes About Computer". The New York Times On The Web. Retrieved 2011-01-27.
  4. ^ "Scratch: Programming for All". Communications of the ACM. 2009. Retrieved 2011-01-27.
  5. ^ Katie Ash (2009-10-14). "Getting Girls Engaged in Digital-Game Design". Education Week. Education Week: Digital Directions. Retrieved 2011-01-27.
  6. ^ Sharon Duke Estroff (2009-01-09). "Undercover in a Kid's Online World". Good Housekeeping. Retrieved 2011-01-27.
  7. ^ Sandy Hingston (2010-11-26). "Is It Just Us, Or Are Kids Getting Really Stupid?". Philadelphia Magazine. Retrieved 2011-01-27.
  8. ^ a b "Book review of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming". Signs. 35 (4). The University of Chicago Press: 1029–1030. Summer 2010. JSTOR 10.1086/651047.
  9. ^ "Review of Beyond Barbie and Mortal Combat: New Perspectives on Gender and Gaming". MC Reviews. 2010-06-14. Retrieved 2011-01-27.
  10. ^ Connected Gaming. The John D. And Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press. 23 December 2016. ISBN 9780262035378. Retrieved 2021-06-10.
  11. ^ Connected Code. The John D. And Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press. 11 July 2014. ISBN 9780262027755. Retrieved 2021-06-10.
  12. ^ Connected Play. The John D. And Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press. 11 October 2013. ISBN 9780262019934. Retrieved 2021-06-10.
  13. ^ a b c "Yasmin B. Kafai | Penn GSE". www.gse.upenn.edu. Retrieved 2021-06-10.
  14. ^ Designing Constructionist Futures. MIT Press. 27 October 2020. ISBN 9780262539845. Retrieved 2021-06-10.
  15. ^ Textile Messages. Peter Lang Publishers. 2013-01-01. Retrieved 2021-06-10.
  16. ^ Beyond Barbie and Mortal Kombat. MIT Press. 19 September 2008. ISBN 9780262113199. Retrieved 2021-06-10.
  • Penn GSE
  • Yasmin Kafai
  • Computational Textiles as Materials for Creativity
  • Spotlight on Digital Media and Learning
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