Fighting the Gender Gap in ICT: Guidelines for Game Design
Smart Innovation, Systems and Technologies, ISSN: 2190-3026, Vol: 249, Page: 27-39
2022
- 1Citations
- 7Captures
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
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Conference Paper Description
Girls and women are still under-represented in ICT, both in education and the tech industry. In this paper, we investigate how to design games for teenager girls to address the identified gender gap. Based on existing knowledge about this societal challenge, we identify four learning goals that games can address: promote self-confidence; fight gender stereotypes; boost subject knowledge; and provide role models. In addition, based on a systematic literature review, we identify game elements that are reported in previous research as having a positive impact on girls’ game experience. The learning goals and game elements are summarized in a set of 16 design guidelines. The design guidelines are intended for game designers and developers. In addition, they might be used by educators to reflect on the games to introduce in their classes.
Bibliographic Details
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=85115269294&origin=inward; http://dx.doi.org/10.1007/978-981-16-3930-2_3; https://link.springer.com/10.1007/978-981-16-3930-2_3; https://dx.doi.org/10.1007/978-981-16-3930-2_3; https://link.springer.com/chapter/10.1007/978-981-16-3930-2_3
Springer Science and Business Media LLC
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