investiGaming - Research Findings on Gender and Games

  • All Entries
  • Search
  • Browse Tag Cloud
  • About this Gateway
  • Submit Research
  • Contributing Editors
  • Related Links
  • RSS
  • Contact Us

NSF logo

investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

Full Record

Using Storytelling to Introduce Girls to Computer Programming Describe a case study in designing a computer

Author: Kelleher, Caitlin
Date: 2008
Source: in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press
Full Text Link:

http://www.amazon.com/Beyond-Barbie-Mortal-Kombat-Perspectives/dp/0262113198/ref=sr_1_1?ie=UTF8&s=books&qid=1224087834&sr=8-1 ($19.77)

Synopsis:

Describe a case study in designing a computer programming system targeted towards middle school girls that presents computer programming as a means to the end of telling 3D animated stories.

Keywords:

book, chapter, IT careers, what women want, storytelling, programming, middle school

Abstract:
One potential approach to increasing the participation of girls and women in computer science is to develop software (both games and other activities) that both appeals to girls and teaches skills that will help girls succeed in computer science. In this chapter, I describe a case study in designing a computer programming system targeted towards middle school girls that presents computer programming as a means to the end of telling 3D animated stories, an activity that most girls find appealing. By presenting programming with a storytelling focus, girls are motivated to learn basic programming principles. Through storytelling we might find ways to encourage girls to engage with computers on a deeper level than simply as computer users (Hayes, this volume). While getting girls to be comfortable using computers is a first step, we need to both consider and support paths by which girls (and boys) can progress from casual computer use towards careers in computer science.
(by the author)

Implications for Game Industry:
No Implications have been written for this entry.

Research Highlights:
No Highlights have been written for this entry.