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Effects of Gaming on the Gender Gap in Enrolling in High School Computer Classes
PROCEEDINGS

, Muskegon Area Career Tech Center, United States

AACE Award

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, Nevada, USA ISBN 978-1-880094-66-2 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

In this study, 176 middle school girls were surveyed to explore possible relationships between their interests in various computer games and their interest in taking computer related classes. Significant relationships were found between their interest in playing “non-violent” social constructive games and in enrolling in Informational Technology classes. Thus, the increased use of “non-violent” games for girls in preK-8 may be a way to encourage more middle school girls to become interested in IT related courses and careers.

Citation

Rhem-Westhoff, S. (2008). Effects of Gaming on the Gender Gap in Enrolling in High School Computer Classes. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 3513-3518). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved June 16, 2019 from .

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