Advertisement

CITY: A Game to Raise Girls’ Awareness About Information Technology

  • Evelyn Saxegaard
  • Monica DivitiniEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11913)

Abstract

Worldwide there is a significant under-representation of females considering Information Technology (IT), and more in general STEM, as a career option. The missing women in IT have long been a topic of concern and several factors are known to contribute to this gender gap. Among the factors identified in the literature, there is a misconception of the role of IT and its role in everyday life. In turn, this might result in a decrease in interest. The aim of this research is to explore the possibility to increase girls´ awareness about IT in an accessible and engaging way. With this objective, the paper presents the design of CITY, a game concept aiming at explaining the role that technology plays in everyday life. The paper also presents the evaluation of the game.

Keywords

Gender gap Serious games IT education Awareness 

Notes

Acknowledgements

The research is co-funded by Excited, the Norwegian Center for Excellent IT Education (https://www.ntnu.edu/excited). We warmly thank the people who participated to the research and provided valuable feedbacks.

References

  1. 1.
    Ali, A., et al.: Raising awareness on hydroponics via an educational video game using an indirect teaching method. In: 9th IEEE-GCC Conference and Exhibition (GCCCE), pp. 1–6 (2017)Google Scholar
  2. 2.
    Bach, D.: Study examines why some STEM fields have fewer women than others (2016). https://phys.org/news/2016-10-stem-fields-women.html
  3. 3.
    Baranyi, R., et al.: NutritionRush - a serious game to support people with the awareness of their nutrition intake. In: IEEE SeGAH. IEEE, pp. 1–8 (2017)Google Scholar
  4. 4.
    Beede, D.N., et al.: Women in STEM: A Gender Gap to Innovation. SSRN Electron. J. (2011). ISSN: 1556-5068. http://www.ssrn.com/abstract=1964782
  5. 5.
    Boller, S.: How Much Story Does a Serious Game Need? (2014). http://www.theknowledgeguru.com/much-story-serious-game-need/
  6. 6.
    de Castell, S., Bryson, M.: “Retooling play: dystopia, dysphoria, and difference. In: From Barbie to Mortal Kombat, pp. 232–261. MIT Press (1998)Google Scholar
  7. 7.
    Cheryan, S., et al.: Why are some STEM fields more gender balanced than others? Psychol. Bull. 143(1), 1–35 (2017).  https://doi.org/10.1037/bul0000052
  8. 8.
    Cosma, G., et al.: PROCEE: a PROstate Cancer Evaluation and Education serious game for African Caribbean men. J. Assistive Technol. 10(4), 199–210 (2016)CrossRefGoogle Scholar
  9. 9.
    Csikszentmihalyi, M.: Beyond Boredom and Anxiety. Jossey-Bass Publish- ers (1975). (1990). Flow: The Psychology of Optimal ExperienceGoogle Scholar
  10. 10.
    Girard, C., Ecalle, J., Magnan, A.: Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. J. Comput. Assist. Learn. 29(3), 207–219 (2013)CrossRefGoogle Scholar
  11. 11.
    Hevner, A.R., et al.: Design science in information systems research. Manage. Inf. Syst. Quart. 28(1), 75–105 (2004)CrossRefGoogle Scholar
  12. 12.
    Kafai, Y.V.: Video game designs by girls and boys: variability and consistency of gender differences. In: From Barbie to Mortal Kombat. MIT Press, pp. 90–114 (1998)Google Scholar
  13. 13.
    Kampa, A., Haake, S., Burelli, P.: Storytelling in Serious Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds.) Entertainment Computing and Serious Games. LNCS, vol. 9970, pp. 521–539. Springer, Cham (2016).  https://doi.org/10.1007/978-3-319-46152-6_19CrossRefGoogle Scholar
  14. 14.
    Miltenburg, C.V.: Games for Good - Research into the use of serious games to raise awareness for charitable organizations (2014). http://arno.uvt.nl/show.cgi?fid=134760
  15. 15.
    Mortara, M., et al.: Learning cultural heritage by serious games. J. Cult. Heritage 15(3), 318–325 (2014)CrossRefGoogle Scholar
  16. 16.
    Rubin, A., et al.: What Kind of Educational Computer Games Would Girls Like?. AERA presentation (1997). https://www.researchgate.net/publication/265269338_What_Kind_of_Educational_Computer_Games_Would_Girls_Like
  17. 17.
    Wattanasoontorn, V., et al.: Serious games for health. Entertainment Comput. 4(4), 231–247 (2013)CrossRefGoogle Scholar
  18. 18.
    Wouters, P., et al.: A meta-analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105(2), 249–265 (2013)CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Department of Computer ScienceNorwegian University of Science and TechnologyTrondheimNorway

Personalised recommendations