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Hacker's mentality: integrating games and hacking to build it fluency among middle school students

Published: 09 June 2010 Publication History

Abstract

The power of technology lies in its ability to enhance our ingenuity to innovate and solve problems. However, this power is mute if an individual cannot bend technology to serve their needs. The author describes a game environment that facilitates middle school students' abilities to manipulate technology by engaging students in the practice of hacking.

References

[1]
Erickson, J., 2008. Hacking: The Art of Exploitation. No Starch Press San Francisco, CA.
[2]
Resnick, M., Berg, R., and Eisenberg, M. 2000.Beyond Black Boxes: Bringing Transparency and Aesthetics back to Scientific Investigations. Journal of Learning Sciences, 9, 1, 7--30.

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IDC '10: Proceedings of the 9th International Conference on Interaction Design and Children
June 2010
389 pages
ISBN:9781605589510
DOI:10.1145/1810543
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Spanish Ministry of Education and Science

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 June 2010

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Author Tags

  1. IT fluency
  2. digital games
  3. middle-school
  4. task-based learning

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  • Research-article

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IDC '10
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Overall Acceptance Rate 172 of 578 submissions, 30%

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