Skip to main content

A Young Girl Becomes a Designer and Goes Global

Succeeding at Twenty-First-Century Skills but Not at School

  • Chapter
Women and Gaming

Abstract

In this chapter we will meet a young girl named Jade (we have changed her name for privacy). Jade was part of an out-of-school Tech Savvy Girls Club (TSG; Hayes & King, 2009). The club was started with MacArthur Foundation funding, and had the goal of getting and keeping middle school girls interested in learning about digital technologies, particularly technologies that they might not otherwise find appealing. Lots of research has shown that, for boys, video games can serve as a gateway to technical skills. It is not just that boys play video games. Many of them eventually develop an orientation to games and other digital technologies that involve tinkering, modifying, “getting under the hood,” and producing digital artifacts— games, art, and software programs—themselves. From game-related activities, these boys acquire wider interests in computers and other digital tools, and some go on to major in technical fields in college (Margolis & Fisher, 2002; Tillberg & Cohoon, 2005).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Authors

Copyright information

© 2010 James Paul Gee and Elisabeth R. Hayes

About this chapter

Cite this chapter

Gee, J.P., Hayes, E.R. (2010). A Young Girl Becomes a Designer and Goes Global. In: Women and Gaming. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230106734_4

Download citation

Publish with us

Policies and ethics