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dc.contributor.authorSharma, Kshitijes_ES
dc.contributor.authorTorrado, Juan C.es_ES
dc.contributor.authorGómez Escribano, Javier es_ES
dc.contributor.authorJaccheri, Letiziaes_ES
dc.contributor.otherUAM. Departamento de Ingeniería Informáticaes_ES
dc.date.accessioned2022-03-31T16:29:25Zen_US
dc.date.available2022-03-31T16:29:25Zen_US
dc.date.issued2021-01en_US
dc.identifier.citationEntertainment Computing 36 (2021):100387en_US
dc.identifier.issn1875-9521 (print)en_US
dc.identifier.urihttp://hdl.handle.net/10486/701150en_US
dc.description.abstractThe objective of exposing girls to Computer Science as a career option has led to research directed towards gaming activities for girls. These activities include both game play and game design. Research about gaming activities for increasing girls’ interest in computer science has gained much attention over the past few years and has resulted in a number of contributions. We follow up with an overview of the status of research through a Systematic Literature Review. We investigate the relation between the various game playing or designing activities and their impact on girls’ perception of Computer Science as a career choice. We further present the design consideration for the games and related activities to potentially improve the perception of girls towards a Computer Science career. The applied method is a Systematic Literature Review through which we investigate which contributions were made, which knowledge areas were most explored, and which research facets have been used. We identify 25 papers to distill a common understanding of the state-of-the-art. Specifically, we investigate the effects that the game play/design activities had on girls’ perception about Computer Science; and what are the key design factors to be kept in mind while designing a serious game to improve girls’ perception about Computer Science. The results of this systematic literature review show that game playing or designing could indeed improve how girls perceive having a career in CS. The key aspects that such activities require are personalizing, opportunity for collaboration and the presence of a female lead characteren_US
dc.description.sponsorshipThis work has been done during the tenure of an ERCIM Alain Bensoussan fellowshipen_US
dc.format.extent13 pag.en_US
dc.format.mimetypeapplication/pdfen_US
dc.language.isoengen_US
dc.publisherElsevieren_US
dc.relation.ispartofEntertainment Computingen_US
dc.rights© The author(s)en_US
dc.subject.otherCareer choiceen_US
dc.subject.otherChildrenen_US
dc.subject.otherComputer science educationen_US
dc.subject.otherGamesen_US
dc.subject.otherGirlsen_US
dc.subject.otherMotivationen_US
dc.subject.otherPerceptionen_US
dc.subject.otherSerious gamesen_US
dc.titleImproving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature reviewen_US
dc.typereviewen_US
dc.subject.ecienciaInformáticaes_ES
dc.relation.publisherversionhttps://doi.org/10.1016/j.entcom.2020.100387.en_US
dc.identifier.doi10.1016/j.entcom.2020.100387es_ES
dc.identifier.publicationfirstpage100387-1es_ES
dc.identifier.publicationlastpage100387-13es_ES
dc.identifier.publicationvolume36es_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersionen_US
dc.contributor.groupHerramientas Interactivas Avanzadas (ING EPS-003)es_ES
dc.rights.ccReconocimientoes_ES
dc.rights.accessRightsopenAccessen_US
dc.authorUAMTorrado Vidal, Juan Carlos (262670)es_ES
dc.authorUAMGómez Escribano, Javier (261389)es_ES
dc.facultadUAMEscuela Politécnica Superiores_ES
dc.institutoUAM


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