Beaumie Kim
Biographic Data
| ID | 3860925 |
|---|---|
| NAME | Beaumie Kim |
| GIVEN NAMES | Beaumie |
| FAMILY NAME | Kim |
| SIGNATURE | KIM B |
| AFFILIATIONS | University of Calgary |
| ORCID | 0000-0001-6726-0040 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Form flows function
Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada. Third and fourth graders re‐designed a tabletop game called Triominos while we collected data, including…
Transforming teachers’ self-narratives about game-based learning
Learning with fossils
Museums house and display many authentic artifacts and objects. These objects not only draw visitors but can act as boundary objects that bridge between the worlds of scientists and the public. We observed how museum educators leveraged boundary objects in service of knowledge brokering as part of leading four educational programs at a paleontology museum. Specifically, we examined how museum educators used different forms of talk (conceptual, co…
Playce-making
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, p…
Learning Through Redesigning a Game in the STEM Classroom
Background Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method …
Encouraging and being encouraged
Internship experience
No prominent works on this page.
Internship experience
Encouraging and being encouraged
Learning Through Redesigning a Game in the STEM Classroom
Background Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method …
Playce-making
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, p…
Transforming teachers’ self-narratives about game-based learning
Learning with fossils
Museums house and display many authentic artifacts and objects. These objects not only draw visitors but can act as boundary objects that bridge between the worlds of scientists and the public. We observed how museum educators leveraged boundary objects in service of knowledge brokering as part of leading four educational programs at a paleontology museum. Specifically, we examined how museum educators used different forms of talk (conceptual, co…
Form flows function
Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada. Third and fourth graders re‐designed a tabletop game called Triominos while we collected data, including…
Computer Science (5 works) · Pedagogy (5 works) · Psychology (5 works) · Sociology (5 works) · Mathematics education (4 works) · Artificial Intelligence (2 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works) · Game design (2 works) · Innovative Teaching and Learning Methods (2 works)