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Creators/Authors contains: "Mackroy, Kaylah"

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  1. A Historically Black College or University (HBCU) hosted a virtual supplemental learning program to expose underrepresented minority and low-income youth to game development via Construct 3: Game Making Software. The program implemented a hybrid need-based admissions model that compared paid, subsidized, and free virtual outreach participation among underrepresented minority (URM) and low-income adolescents. Due to the program's unique distinctions: a virtual learning environment amid COVID-19, African American undergraduate instructors, and its need-based admissions model, it is unclear which factors directly affected student participation. Future directions include investigating what factors contributed to participation rates, obtaining student and parent feedback, and comparing this program to summer programs for underrepresented students. 
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  2. null (Ed.)
    Minority students are not entering computing fields due to inadequate exposure in K-12 curricula. Online computing environments are effective at exposing more minority students to computing concepts before college. An HBCU hosted a virtual camp during COVID-19 to teach minority adolescent students the fundamentals of app development using MIT App Inventor, an app-development platform that allows its users to build fully functional apps for smartphones and tablets. The camp aimed to foster youth innovation and creativity through empowering students to create rather than simply use technology in their lives. Participants in the program showed an increase in wanting to pursue ongoing computing education. 
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