CASE STUDY: Advancing Elementary-School Girls’ Programming through Game Design

Authors

  • Ahmet Baytak Harran University
  • Susan M Land Pennsylvania State University

Keywords:

children, gaming, environmental educatioin, programming, Scratch, educational technology

Abstract

Developments have been seen in schools and workplaces throughout the last decade. However, girls’ representation in technology studies has not grown in accordance. Some scholars have suggested that computer gaming could be an entry point for girls to engage with&technology, mathematics, and science (Van Eck, 2006). This case study describes how we introduced a class of 5th-grade girls to programming via a computer-game design approach.& Although the case study is exploratory, implications are drawn for the potential role of game design as a vehicle to involve more girls in computer science.
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Published

17-03-2011

Issue

Section

Special Issue: Women in Games

How to Cite

CASE STUDY: Advancing Elementary-School Girls’ Programming through Game Design. (2011). International Journal of Gender, Science and Technology, 3(1). https://genderandset.open.ac.uk/index.php/genderandset/article/view/88