Are girls interested in egaming? ... 6% of preteen and 4 - PowerPoint PPT Presentation

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Are girls interested in egaming? ... 6% of preteen and 4

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Are girls interested in egaming? ... 6% of preteen and 4 % of teen girls make up game audience ... parents are more likely to buy computers for boys than girls? ... – PowerPoint PPT presentation

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Title: Are girls interested in egaming? ... 6% of preteen and 4


1
TechGURLS Egaming and Teenage Girls
  • Presented by Lesley Farmer
  • lfarmer_at_csulb.edu
  • www.csulb.edu/lfarmer

2
Whats the Situation?
  • Are girls interested in egaming?
  • YES! About 67 of 9-12 year old girls do and over
    90 of 13-17 year old girls use technology
  • 40 of girl game daily
  • 6 of preteen and 4 of teen girls make up game
    audience
  • Girls spend less time (household priorities)

3
Egame Mastery and Gender
  • Girls master individually vs. boys learning from
    each other (because of societal messages)
  • Girls ask boys for advice
  • Girls tend not to use manuals
  • Girls tend to reset level or game
  • Girls may walk away from controls/navigation
  • Expert gamers are gender-neutral

4
Whats the Problem??
  • Girls dont like the computer culture
  • They dont like the nature of most computer games
  • They dislike stereotypical female characters
  • They see few female role models
  • And their attitude becomes more problematic when
    they hit adolescence because of social issues
  • by the way, did you know that parents are more
    likely to buy computers for boys than girls?

5
What Happens in Schools?
  • Technology-enhanced projects are gender-neutral
    or more male oriented.
  • Girls are discouraged from taking advanced tech
    courses.
  • Girls lack info about the impact of technology on
    salaries and promotions.
  • Girls tend to classify all tech jobs as
    masculine.
  • Schools tend to dis egames.

6
The World of Gaming
  • Nature of the game, its characters, its story
    line
  • Graphic features
  • Interactivity
  • Openness
  • Context
  • Incorporation into education
  • Scaffolding
  • Personalized textual feedback

7
Benefits of Egaming
  • use of fixed, equitable rules
  • clear roles and expectations
  • internally-consistent environment where
    everything is possible
  • clear goals within a rich context that gives
    goals personal meaning and relevance
  • opportunities to explore identities
  • cognitive and affective engagement
  • multiple ways to achieve goals through
    constructivist strategies
  • specific, timely feedback
  • sense of control and personal investment
  • situated learning
  • sense of reward for effort, including trial and
    error
  • structured interaction between players, and
    between players and the game
  • blend of cooperation and competition

8
Tips to Engage Girls with Egames
  • Provide choice
  • Get the girls input and act on it
  • Make it social encourage buddy learning
  • Focus on communication and human relationships
  • Encourage intellectual risk-taking
  • Emphasize effort more than mastery
  • Have fun!

9
School Conditions for Engagement
  • Broad-based vision and mission
  • Positive and open community-based school culture
  • Cohesive, interdependent curriculum
  • Strong repertoire of instructional/learning
    strategies
  • Sufficient resources
  • System infrastructure and support

10
Criteria for Choosing Egames
  • confidence encourage and support girls
    abilities
  • collaboration facilitate working together
  • personal identification relate to personal life
  • contextuality present information in narrative
    or story form
  • flexibility/motility offer several navigational
    paths
  • social connectivity facilitate interpersonal
    connections
  • inclusion portray diverse populations
  • multimedia presence meld high-quality graphic,
    motion and audio elements

11
Library Portals and Egaming
  • add game-related displays that include game art,
    game-related fiction, and information about
    careers in gaming
  • link to gaming magazines and strategy guides
  • publicize gaming events and resources
  • add student-created content, such as game reviews

12
Instruction and Egaming Principles
  • provide student choice (which topic to study)
  • offer opportunities for low-pressure situations
  • emphasize the importance of memorizing and
    mastering basics of a concept before applying the
    knowledge
  • Facilitate collaborative work
  • provide extra help for struggling students
  • provide extension activities for students who
    excel
  • evaluate effort rather than product
  • use alternative and authentic assessments
    designing demo games, tests based on mastery
    levels (not everyone takes the same tests)

13
Egaming and Information Literacy
  • just-in-time verbal or textual feedback when the
    learner wants it
  • affirmation of effort as it leads to performance
    and competence
  • incorporation of the affective domain,
    particularly as it relates to personal priorities
  • consideration of systems and relationships as
    they impact information analysis and use
  • emphasis on distributed knowledge and
    cross-functional information-seeking teams
  • acknowledgement and leveraging of multiple
    perspectives
  • empathy of complex information systems

14
What Can Adults Do?
  • Have girls bookmark egames when they use the
    Internet make them easy to find!
  • Include these site on web portals
  • Link to projects that support girls career
    exploration
  • Alert the school community about these egames
  • Plan activities that use these egames

15
References
  • Agosto, D. (2004). Girls and gaming A summary of
    the research with implications for practice.
    Teacher Librarian, 31(3), 8-14..
  • American Association of University Women. (2000).
    Tech-savvy Education girls in the new computer
    age. Washington, DC American Association of
    University Women.
  • Amory, Alan, et al (1999). The use of computer
    games as an educational tool.. British Journal of
    Educational Technology, 30, 311-321.
  • Becker, K. (2007) Digital game-based learning
    once removed.. British Journal of Educational
    Technology, 38, 479-488.
  • Cassell, J., Jenkins, H. (Eds). (1998). From
    Barbie to Mortal Kombat. Cambridge, MA The MIT
    Press.
  • Cooper, J., Weaver, K. (2003). Gender and
    computers Understanding the digital divide.
    Nawah, NJ Erlbaum.
  • DeKanter, N. (2005). Gaming redefines
    interactivity for learning. TechTrends, 49(3),
    26-31.
  • Fromme, J. (2003). Computer games as a part of
    children's culture. Game Studies, 3(1).
    http//www.gamestudies.org/0301/fromme/
  • Gee, James. (2007). What video games have to
    teacher us about learning and literacy (2nd ed.).
    Palgrave, England Macmillan.
  • Graner Ray, S. (2004). Gender inclusive game
    design Expanding the market.. Hingham, Eng.
    Charles River Media.
  • Helmrich, E., Neiburger, E. (2007). Video games
    as a service Three years later. VOYA, 30(2)
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  • Jenkins, H. (2008). Reality bytes Eight myths
    about video games debunked. The Video Game
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    begin. Washington, DC Pew Internet American
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  • Kaiser Family Fntn.. (2005). Generation M Media
    in the lives of eight to eighteen year olds.
    Menlo Park, CA Author.
  • Koster, R.(2004). A theory of fun for game
    design. Phoenix, AZ Peralglygh.
  • Levine, J. (2006). Gaming and libraries. Library
    Technology Reports, 42(5).
  • Macgill, A. (2007). Parent and teen Internet use.
    Washington, DC Pew Internet American Life
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  • McFerrin,E., et al. (Eds.). Proceedings of
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  • Neiburger, E. (2007). Gamers...in the library?!
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