What Kind of Educational Computer Games Would Girls Like?

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This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science, discusses a computer game that uses techniques such as gender-neutral characters and storytelling to help get female and male students interested in higher-level mathematical and strategic thinking. Third to fifth-grade students were observed playing the game over a period of six weeks. During the observation, student engagement with the game was analyzed, especially in respect to gender. The paper addresses how games such as this one could aid education. 

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Rubin, Andree, Megan Murray, Kim O'Neil, Juania Ashley, "What Kind of Educational Computer Games Would Girls Like?," AERA Presentation, April 1997, TERC 1998.
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