
Mobile Applications and Online Games as Sociocultural Influencers in STEM
PROCEEDING
Laurie O Campbell, Lindsay Pulse, The University of Central Florida, United States ; Christine Herlihy, 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), Waynesville, NC USA
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 January 22, 2021 from https://www.learntechlib.org/primary/p/184638/.
© 2018 Association for the Advancement of Computing in Education (AACE)
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