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3 Games 4 Coding – Do girls feel welcome?
Mid Sweden University, Faculty of Science, Technology and Media, Department of Communication, Quality Management, and Information Systems (2023-).ORCID iD: 0000-0002-5791-4765
Mid Sweden University, Faculty of Science, Technology and Media, Department of Communication, Quality Management, and Information Systems (2023-).
Högskolan i Gävle.ORCID iD: 0000-0002-5791-4765
2023 (English)In: INTED2023 Proceedings, 2023, p. 4612-4620Conference paper, Published paper (Refereed)
Abstract [en]

Learning games have become mainstream in many educational contexts, where one of them is programming education. Today there exists a wide variety of games where the players can learn about different programming concepts. However, earlier research reports that far from all these games appeal to a female audience. If game-based learning should reach the identified potential of a highly motivating learning environment, the game design must be an inclusive one where girls feel welcome. This study examines three games for learning fundamental programming in a test group with girls only in an afterschool Maker community. The research question in the study was: "Which game design concepts do girls find appealing?"

Data were collected through interviews with girls in a makerspace after testing 3 games on computer programming. The tested games were: Minecraft Education Code Builder, CodeCombat, and imagiLabs. The interviews focused on the girl’s perceptions of the games and of programming. Thematic analysis with a six-phase process of coding were used to analyse the collected data and cluster the codes in themes that supported in answering the aim and research question.

The study shows that all three games were perceived as engaging and that they supported development of programming skills. When asking which of the three games the girls would like to spend more time on to learn programming, opinions were divided. The girls also disagreed on which type of game graphics they found most appealing. However, findings indicate that there are clear patterns in what game design concepts the girls find important. These patterns can be grouped in the following categories: Creativity, customisation, flow, reward and feedback, exploration and programming skills. Firstly, the game should encourage exploration and creativity in both playing and programming. Secondly, for the programming tasks to be fun and challenging it is important to keep players in a flow state with help of rewards, instant feedback and a low threshold at start. Lastly, the possibility for customization and an engaging backstory were also appreciated by the girls in the study. These findings are recommended to take into consideration in future game development. 

Place, publisher, year, edition, pages
2023. p. 4612-4620
Series
INTED Proceedings, ISSN 2340-1079
Keywords [en]
Game-based learning, Learning games, Inclusive design, Girls and games, Programming education
National Category
Information Systems
Identifiers
URN: urn:nbn:se:miun:diva-47911DOI: 10.21125/inted.2023.1213ISBN: 978-84-09-49026-4 (electronic)OAI: oai:DiVA.org:miun-47911DiVA, id: diva2:1744929
Conference
17th annual International Technology, Education and Development Conference, Valencia, Spain, 6th - 8th of March, 2023
Available from: 2023-03-21 Created: 2023-03-21 Last updated: 2023-05-23Bibliographically approved

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Sällvin, LisaMozelius, PeterHumble, Niklas

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf