Studies show that women make up only 35% of the IT workforce, and the schism between boys\u27 and girls\u27 interests in math and science is well documented. Richard Van Eck suggests that providing girls with more positive experiences with technology may impact their overall attitudes toward technology and perhaps even toward math and science. Van Eck chose games, naturally engaging experiences, as the basis of a two-semester study involving 92 fifth- and sixth-graders participating in game playing and authoring experiences in the classroom. He analyzes the differences in experience, attitude, and interest level between boys and girls. His results suggest that the use of a wide variety of games experienced in mixed gender groups may improve...
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as ...
The percentage of young women choosing educational paths leading to science and technology-based emp...
This research is part of an attempt to address the well-known problem of female underrepresentation ...
The motivation for this study is the under-representation of females in computer science education a...
Researchers have argued that video games have great utility for learning. Games promote experiential...
This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science,Â...
Research has shown that e-learning games do not have the same level of appeal to girls, as they do t...
Researchers have argued that video games have great utility for learning. Games promote experiential...
The objective of exposing girls to Computer Science as a career option has led to research directed ...
The objective of exposing girls to Computer Science as a career option has led to research directed ...
This research is part of an attempt to address the well-known problem of female underrepresentation ...
Despite concerted public efforts to reverse the trend, a persistent gender gap remains in many scien...
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may ...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Many researchers have argued for the use of video games as a useful learning tool. This presentation...
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as ...
The percentage of young women choosing educational paths leading to science and technology-based emp...
This research is part of an attempt to address the well-known problem of female underrepresentation ...
The motivation for this study is the under-representation of females in computer science education a...
Researchers have argued that video games have great utility for learning. Games promote experiential...
This 5-page paper, provided by the National Institute for Women in Trades, Technology and Science,Â...
Research has shown that e-learning games do not have the same level of appeal to girls, as they do t...
Researchers have argued that video games have great utility for learning. Games promote experiential...
The objective of exposing girls to Computer Science as a career option has led to research directed ...
The objective of exposing girls to Computer Science as a career option has led to research directed ...
This research is part of an attempt to address the well-known problem of female underrepresentation ...
Despite concerted public efforts to reverse the trend, a persistent gender gap remains in many scien...
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may ...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Many researchers have argued for the use of video games as a useful learning tool. This presentation...
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as ...
The percentage of young women choosing educational paths leading to science and technology-based emp...
This research is part of an attempt to address the well-known problem of female underrepresentation ...