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D A Fields

Biographic Data

ID53900
NAMED A Fields
GIVEN NAMESD A
FAMILY NAMEFields
SIGNATUREFIELDS D A
AFFILIATIONSUtah State University
ORCID0000-0003-1627-9512
VERIFIEDYes
TOTAL WORKS17
TOTAL CITATIONS26
AUTHOR COUNT17
EDITOR COUNT0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2026
H-INDEX3
  • The situated nature of a computer science teacher's persistent engagement over a decade: A lines of practice perspective of learning, teaching, and leading

    Open Access•D A Fields, Deborah Fields et al.•ARTICLE•Learning Culture and Social…•2026

  • Consensual assessment in the new domain of e-textiles: Comparing insights from expert, quasi-expert, and novice judges

    Anthony Phonethibsavads, Maggie Dahn et al.•ARTICLE•Psychology of Aesthetics…•2023

    Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity rat…

  • Teaching and learning about respiratory infectious diseases: A scoping review of interventions in K‐12 education

    Open Access•Yasmin B Kafai, Yue Xin et al.•ARTICLE•Journal of Research in Science…•2022

    The pandemic outbreak of COVID‐19 has highlighted an urgent need for infectious disease education for K‐12 students. To gather a better understanding of what educational interventions have been conducted and to what effect, we performed a scoping review. We identified and examined 23 empirical researcher‐ and teacher‐designed studies conducted in the last 20 years that have reported on efforts to help K‐12 students learn about infectious diseases…

  • “The village that learns”: A learning journey across intraventions and domains over two decades in a rural Thai community

    D A Fields, Luis Morales-Navarro et al.•ARTICLE•Mind Culture and Activity•2022

    What does it mean to become a village that learns? In this paper we document the transformative learning journey of a small Thai village over 24 years, becoming a community that identified, tackled, and iterated on problems, altering their everyday practices and lives. In that process the village shifted from a subsistence agricultural community staggeringly in debt to one known for its sustainable environmental, agricultural, and financial initi…

  • Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts

    Open Access•D A Fields, Yasmin B Kafai et al.•ARTICLE•British Journal of Educational…•2021

    Much attention in constructionism has focused on designing tools and activities that support learners in designing fully finished and functional applications and artefacts to be shared with others. But helping students learn to debug their applications often takes on a surprisingly more instructionist stance by giving them checklists, teaching them strategies or providing them with test programmes. The idea of designing bugs for learning—or debug…

  • STEAM Maker Education: Conceal/Reveal of Personal, Artistic and Computational Dimensions in High School Student Projects

    Open Access•Lindsay E Lindberg, D A Fields et al.•ARTICLE•Frontiers in Education•2020

    Much of maker education’s expansion has focused on STEM (science, technology, engineering, mathematics) learning, leaving out equally promising opportunities for integrating arts learning. In this paper we share findings from a project in which high school students created electronic-textiles-based art representing features of a community important to them as a part of an elective high school computer science class. We addressed the following res…

  • Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students

    Open Access•Mia S Shaw, D A Fields et al.•ARTICLE•International Journal of…•2019•Cited by: 2•References: 6

    The development of student identities-their interests in computer science, perceptions of the discipline, and sense of belonging in the field-is critical for broadening participation of underrepresented groups in computing. This paper reports on the design of portfolios in which two classes of high school students reflected on the process of making electronic textile projects. We examine how students expressed self-authorship in relation to compu…

  • Children's Media Making, but Not Sharing: The Potential and Limitations of Child-Specific Diy Media Websites

    Open Access•Sara Grime, Sara M Grimes et al.•ARTICLE•Media International Australia•2015•Cited by: 1•References: 15

    From drawing pictures to making home movies, children have long produced their own, do-it-yourself (DIY) media at the individual and local scales. Today, children's DIY media creation increasingly takes place online, using digital technologies and tools that allow them to not only produce but also share their ideas with the world. This article relays findings from the first stages of a three-year inquiry project into the opportunities and challen…

  • DIY Media Creation

    Open Access•D A Fields, Alecia M Magnifico et al.•ARTICLE•Journal of Adolescent & Adult…•2014

  • Arguing against the underpinnings of Piaget’s theory of development

    Open Access•D A Fields•ARTICLE•Theory & Psychology•2013

  • Picking Up the Mantle of “Expert”: Assigned Roles, Assertion of Identity, and Peer Recognition Within a Programming Class

    D A Fields, Deborah Fields et al.•ARTICLE•Mind Culture and Activity•2013

    Changing an established role in a classroom is difficult. It involves constructing a new set of relations within a community. In this article we investigate how students with newly developed interest and experience in programming developed outside the classroom pick up and establish their roles as experts in programming within the classroom community. More specifically, we focus on how two 11-year-old software designers shifted their established …

  • Negotiating the “Relevant” in Culturally Relevant Mathematics

    Noel Enyedy, Joshua Danish et al.•ARTICLE•Canadian Journal of Science…•2011

  • Blacks Deserve Bodies Too: Design and Discussion About Diversity and Race in a Tween Virtual World

    Open Access•Yasmin B Kafai, Melissa S Cook et al.•ARTICLE•Games and Culture•2010•Cited by: 7•References: 10

    In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the player’s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of availabl…

  • Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 2•References: 29

    Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: obser…

  • Stealing From Grandma'' or Generating Cultural Knowledge: Contestations and Effects of Cheating in a Tween Virtual World

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 4•References: 12

    Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science…

  • Your Second Selves: Player-Designed Avatars

    Open Access•Yasmin B Kafai, D A Fields et al.•ARTICLE•Games and Culture•2010•Cited by: 8•References: 14

    Avatars in online games and worlds are seen as players' key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8-16. One unique feature of Whyville is the players' ability to customize their avatars with various face parts and accessories, all designed and sold by oth…

  • Cheating in virtual worlds: Transgressive designs for learning

    Open Access•Yasmin B Kafai, D A Fields•ARTICLE•On the Horizon The International…•2009•Cited by: 2

    Purpose This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike. Design/methodology/approach The types of cheats were categorized and science content examined in hun…

  • Your Second Selves: Player-Designed Avatars

    Open Access•Yasmin B Kafai, D A Fields et al.•ARTICLE•Games and Culture•2010•Cited by: 8•References: 14

    Avatars in online games and worlds are seen as players' key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8-16. One unique feature of Whyville is the players' ability to customize their avatars with various face parts and accessories, all designed and sold by oth…

  • Blacks Deserve Bodies Too: Design and Discussion About Diversity and Race in a Tween Virtual World

    Open Access•Yasmin B Kafai, Melissa S Cook et al.•ARTICLE•Games and Culture•2010•Cited by: 7•References: 10

    In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the player’s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of availabl…

  • Stealing From Grandma'' or Generating Cultural Knowledge: Contestations and Effects of Cheating in a Tween Virtual World

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 4•References: 12

    Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science…

  • Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students

    Open Access•Mia S Shaw, D A Fields et al.•ARTICLE•International Journal of…•2019•Cited by: 2•References: 6

    The development of student identities-their interests in computer science, perceptions of the discipline, and sense of belonging in the field-is critical for broadening participation of underrepresented groups in computing. This paper reports on the design of portfolios in which two classes of high school students reflected on the process of making electronic textile projects. We examine how students expressed self-authorship in relation to compu…

  • Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 2•References: 29

    Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: obser…

  • Cheating in virtual worlds: Transgressive designs for learning

    Open Access•Yasmin B Kafai, D A Fields•ARTICLE•On the Horizon The International…•2009•Cited by: 2

    Purpose This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike. Design/methodology/approach The types of cheats were categorized and science content examined in hun…

  • Children's Media Making, but Not Sharing: The Potential and Limitations of Child-Specific Diy Media Websites

    Open Access•Sara Grime, Sara M Grimes et al.•ARTICLE•Media International Australia•2015•Cited by: 1•References: 15

    From drawing pictures to making home movies, children have long produced their own, do-it-yourself (DIY) media at the individual and local scales. Today, children's DIY media creation increasingly takes place online, using digital technologies and tools that allow them to not only produce but also share their ideas with the world. This article relays findings from the first stages of a three-year inquiry project into the opportunities and challen…

  • Cheating in virtual worlds: Transgressive designs for learning

    Open Access•Yasmin B Kafai, D A Fields•ARTICLE•On the Horizon The International…•2009•Cited by: 2

    Purpose This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike. Design/methodology/approach The types of cheats were categorized and science content examined in hun…

  • Blacks Deserve Bodies Too: Design and Discussion About Diversity and Race in a Tween Virtual World

    Open Access•Yasmin B Kafai, Melissa S Cook et al.•ARTICLE•Games and Culture•2010•Cited by: 7•References: 10

    In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the player’s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of availabl…

  • Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 2•References: 29

    Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: obser…

  • Stealing From Grandma'' or Generating Cultural Knowledge: Contestations and Effects of Cheating in a Tween Virtual World

    Open Access•D A Fields, Deborah A Field et al.•ARTICLE•Games and Culture•2010•Cited by: 4•References: 12

    Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science…

  • Your Second Selves: Player-Designed Avatars

    Open Access•Yasmin B Kafai, D A Fields et al.•ARTICLE•Games and Culture•2010•Cited by: 8•References: 14

    Avatars in online games and worlds are seen as players' key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8-16. One unique feature of Whyville is the players' ability to customize their avatars with various face parts and accessories, all designed and sold by oth…

  • Negotiating the “Relevant” in Culturally Relevant Mathematics

    Noel Enyedy, Joshua Danish et al.•ARTICLE•Canadian Journal of Science…•2011

  • Arguing against the underpinnings of Piaget’s theory of development

    Open Access•D A Fields•ARTICLE•Theory & Psychology•2013

  • Picking Up the Mantle of “Expert”: Assigned Roles, Assertion of Identity, and Peer Recognition Within a Programming Class

    D A Fields, Deborah Fields et al.•ARTICLE•Mind Culture and Activity•2013

    Changing an established role in a classroom is difficult. It involves constructing a new set of relations within a community. In this article we investigate how students with newly developed interest and experience in programming developed outside the classroom pick up and establish their roles as experts in programming within the classroom community. More specifically, we focus on how two 11-year-old software designers shifted their established …

  • DIY Media Creation

    Open Access•D A Fields, Alecia M Magnifico et al.•ARTICLE•Journal of Adolescent & Adult…•2014

  • Children's Media Making, but Not Sharing: The Potential and Limitations of Child-Specific Diy Media Websites

    Open Access•Sara Grime, Sara M Grimes et al.•ARTICLE•Media International Australia•2015•Cited by: 1•References: 15

    From drawing pictures to making home movies, children have long produced their own, do-it-yourself (DIY) media at the individual and local scales. Today, children's DIY media creation increasingly takes place online, using digital technologies and tools that allow them to not only produce but also share their ideas with the world. This article relays findings from the first stages of a three-year inquiry project into the opportunities and challen…

  • Connecting with Computer Science: Electronic Textile Portfolios as Ideational Identity Resources for High School Students

    Open Access•Mia S Shaw, D A Fields et al.•ARTICLE•International Journal of…•2019•Cited by: 2•References: 6

    The development of student identities-their interests in computer science, perceptions of the discipline, and sense of belonging in the field-is critical for broadening participation of underrepresented groups in computing. This paper reports on the design of portfolios in which two classes of high school students reflected on the process of making electronic textile projects. We examine how students expressed self-authorship in relation to compu…

  • STEAM Maker Education: Conceal/Reveal of Personal, Artistic and Computational Dimensions in High School Student Projects

    Open Access•Lindsay E Lindberg, D A Fields et al.•ARTICLE•Frontiers in Education•2020

    Much of maker education’s expansion has focused on STEM (science, technology, engineering, mathematics) learning, leaving out equally promising opportunities for integrating arts learning. In this paper we share findings from a project in which high school students created electronic-textiles-based art representing features of a community important to them as a part of an elective high school computer science class. We addressed the following res…

  • Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts

    Open Access•D A Fields, Yasmin B Kafai et al.•ARTICLE•British Journal of Educational…•2021

    Much attention in constructionism has focused on designing tools and activities that support learners in designing fully finished and functional applications and artefacts to be shared with others. But helping students learn to debug their applications often takes on a surprisingly more instructionist stance by giving them checklists, teaching them strategies or providing them with test programmes. The idea of designing bugs for learning—or debug…

  • Teaching and learning about respiratory infectious diseases: A scoping review of interventions in K‐12 education

    Open Access•Yasmin B Kafai, Yue Xin et al.•ARTICLE•Journal of Research in Science…•2022

    The pandemic outbreak of COVID‐19 has highlighted an urgent need for infectious disease education for K‐12 students. To gather a better understanding of what educational interventions have been conducted and to what effect, we performed a scoping review. We identified and examined 23 empirical researcher‐ and teacher‐designed studies conducted in the last 20 years that have reported on efforts to help K‐12 students learn about infectious diseases…

  • “The village that learns”: A learning journey across intraventions and domains over two decades in a rural Thai community

    D A Fields, Luis Morales-Navarro et al.•ARTICLE•Mind Culture and Activity•2022

    What does it mean to become a village that learns? In this paper we document the transformative learning journey of a small Thai village over 24 years, becoming a community that identified, tackled, and iterated on problems, altering their everyday practices and lives. In that process the village shifted from a subsistence agricultural community staggeringly in debt to one known for its sustainable environmental, agricultural, and financial initi…

  • Consensual assessment in the new domain of e-textiles: Comparing insights from expert, quasi-expert, and novice judges

    Anthony Phonethibsavads, Maggie Dahn et al.•ARTICLE•Psychology of Aesthetics…•2023

    Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity rat…

  • The situated nature of a computer science teacher's persistent engagement over a decade: A lines of practice perspective of learning, teaching, and leading

    Open Access•D A Fields, Deborah Fields et al.•ARTICLE•Learning Culture and Social…•2026

Computer Science (13 works) · Psychology (13 works) · Sociology (13 works) · Pedagogy (9 works) · Mathematics education (7 works) · Digital Games and Media (6 works) · Human–computer interaction (6 works) · Internet privacy (5 works) · Political science (5 works) · Teaching and Learning Programming (5 works)

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