Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Beaumie Kim

Biographic Data

ID3860925
NAMEBeaumie Kim
GIVEN NAMESBeaumie
FAMILY NAMEKim
SIGNATUREKIM B
AFFILIATIONSUniversity of Calgary
ORCID0000-0001-6726-0040
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
WORKS AS AUTHOR7
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2004
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Form flows function

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim et al.•ARTICLE•British Educational Research…•2026•References: 31

    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

    Open Access•Beaumie Kim, Reyhaneh Bastani et al.•ARTICLE•Educational Technology Research…•2024

  • Learning with fossils

    Christopher P Ostrowdun, Beaumie Kim•ARTICLE•Museum Management and Curatorship•2024•References: 19

    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

    Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Learning Media and Technology•2023

    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

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Simulation & Gaming•2021

    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

    Open Access•Xueli Wang, Beaumie Kim et al.•ARTICLE•Teaching and Teacher Education•2014•References: 11

  • Internship experience

    Open Access•Stephanie Allen, Clif Mims et al.•ARTICLE•TechTrends•2004

No prominent works on this page.

  • Internship experience

    Open Access•Stephanie Allen, Clif Mims et al.•ARTICLE•TechTrends•2004

  • Encouraging and being encouraged

    Open Access•Xueli Wang, Beaumie Kim et al.•ARTICLE•Teaching and Teacher Education•2014•References: 11

  • Learning Through Redesigning a Game in the STEM Classroom

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Simulation & Gaming•2021

    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

    Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Learning Media and Technology•2023

    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

    Open Access•Beaumie Kim, Reyhaneh Bastani et al.•ARTICLE•Educational Technology Research…•2024

  • Learning with fossils

    Christopher P Ostrowdun, Beaumie Kim•ARTICLE•Museum Management and Curatorship•2024•References: 19

    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

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim et al.•ARTICLE•British Educational Research…•2026•References: 31

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae