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Alan Buss

Biographic Data

ID6770786
NAMEAlan Buss
GIVEN NAMESAlan
FAMILY NAMEBuss
SIGNATUREBUSS A
AFFILIATIONSUniversity of Wyoming
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2020
H-INDEX0
  • Informal STEM

    Kristie J Newton, Jacqueline Leonard et al.•ARTICLE•Journal of Research on Technology…•2020

    This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that co…

  • Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

    Open Access•Jacqueline Leonard, Alan Buss et al.•ARTICLE•Journal of Science Education and…•2016

  • A Framework for Aligning Instructional Design Strategies with Affordances of Cave Immersive Virtual Reality Systems

    Open Access•Leah T Ritz, Alan Buss•ARTICLE•TechTrends•2016•References: 1

No prominent works on this page.

  • Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

    Open Access•Jacqueline Leonard, Alan Buss et al.•ARTICLE•Journal of Science Education and…•2016

  • A Framework for Aligning Instructional Design Strategies with Affordances of Cave Immersive Virtual Reality Systems

    Open Access•Leah T Ritz, Alan Buss•ARTICLE•TechTrends•2016•References: 1

  • Informal STEM

    Kristie J Newton, Jacqueline Leonard et al.•ARTICLE•Journal of Research on Technology…•2020

    This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that co…

Computer Science (3 works) · Mathematics education (3 works) · Psychology (3 works) · Computational Thinking (2 works) · Educational Games and Gamification (2 works) · Educational robotics (2 works) · Educational technology (2 works) · Game design (2 works) · Human–computer interaction (2 works) · Robot (2 works)

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