Learn. Connect. Create.
|
|
| Audience/Grade: | 0-8 |
| Discipline(s): |
Computer Engineering Computer Science Computing Diversity Engineering Diversity |
| Special Topic(s): |
Women and Information Technology |
| Learning Resource Type: |
Reference - General |
| Media Type: |
Unknown |
| Author(s): |
|
| Publisher(s): |
c |
| Description: | "Electronic Games for Education in Math and Science (E-GEMS) is a large-scale research project designed to increase the proportion of children who enjoy learning and mastering mathematical concepts through the use of electronic games. This paper describes one piece of research that examines how girls interact within an electronic games environment. Three interrelated questions are addressed in this paper: What interest do girls show in electronic games when the games are presented in an informal learning environment? How do girls play and watch others play? How does the presence of others in the immediate vicinity influence the ways that girls play? The research described was conducted at an interactive science museum, Science World BC, during the summer of 1993. Children were observed while they played with various electronic games, both video and computer. In addition, interviews were conducted with the children and timed samplings were recorded. Our observations and interviews show that girls have an interest in electronic games and enjoy playing. Girls were particularly interested when given the opportunity to socially interact with others. In addition, they indicated a preference for playing on computers over video game systems." Citation: Kori Inkpen, Maria Klawe, Joan Lawry, Kamran Sedighian, Steve Leroux, David Hsu, Rena Upitis, Ann Anderson, and Mutindi Ndunda. "We have never-forgetful flowers in our garden::girls' responses to electronic games". Journal of Computers in Mathematics and Science Teaching, Volume 13 , Issue 4, 1994. Pages: 383 - 403. ISSN:0731-9258 Keywords: Gender equity, girls, electronic games, women and information technology |
| Rating: |
|
| Related Resources | |
| Keywords: | computer games |
| Usage Tip | |
| Use of Resource: |
Fundamental work in gender differences in electronic games I found this insight about girls and confidence. It is an important message for those who strive to create gender equity in learning environments, as well as games: "Confidence is a key issue in the electronic game environment. Many girls indicated that they liked playing electronic games. Often their reasons included the challenge that these games possess: ?They all require thinking and that?s why I like them,? and ?I like them because you have to figure out how to work them.? Potential success at solving the puzzles also seemed to be important. When asked if she liked working on puzzles, one girl stated, ?Yeah, if I can solve them.? Girls? preference for environments in which they felt more confident was also indicated by the researcher observations. Often when girls first entered the exhibit, they would only approach games they were familiar with. In addition, when playing games they were unfamiliar with, girls often made statements like, ?Oh, I am terrible at this!? before they had even begun to play." |
| Version Info | |
| Publication Date: | January 1994 |
| Platform/Format: |
Cross Platform |
| Cost: |
Free |
| Download URL: | http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.38.5447&r |
| Copyright and Use Restrictions: |
PDF version is available for free at website. ACM owns the copyright. |
| Metadata: |
IEEE LOM Record |
| Collection: |
ACM Women in Computing
|