"Abstract: U
nderstanding how
younger students
can
learn to collaborate
, and
affordances
of the
learning
environment
that
can effectively support
this
,
are critical
questions
for knowledge sharing, networking
and innovation
in education.
E
xploratory research results
o
n
emergent
middle schooler
collaborative
activity
in
a guided discovery
-
based
learning
program
are reported
.
Students in self
-
organizing game
design teams
experience
certain
challenges
(e.g., version control),
and innovat
e
solutions.
Some indicate
meta
-
knowledge development and socialization gains.
We conclude with ongoing
questions."