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Mobile Applications and Online Games as Sociocultural Influencers in STEM
PROCEEDING

, , The University of Central Florida, United States ; , University of Central Florida, United States

Society for Information Technology & Teacher Education International Conference, in Washington, D.C., United States ISBN 978-1-939797-32-2 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Abstract: Sociocultural influences include mobile apps and online games A content analysis of mobile apps and online games in STEM was conducted to determine gender and stereotypical representations The results of the content analysis included a gender imbalance, stereotypical representations, and passive female STEM roles The implications for educators include broadening knowledge on how to implement apps and online games in instruction for equitable gender equity The results of the study include key findings regarding stereotypical representations, under representation, and minimization of women and girls’ roles in STEM fields From these findings, educators can design instruction and activities to help educate pre-service and in-service teachers on sociocultural influences

Citation

Campbell, L.O., Pulse, L. & Herlihy, C. (2018). Mobile Applications and Online Games as Sociocultural Influencers in STEM. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2470-2475). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE). Retrieved November 13, 2019 from .

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