Designing Analog Games that Engage Girls with Computer Science Concepts
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Abstract
This design case describes the development of three analog games intended to introduce middle-school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was guided by two key goals and assumptions: (a) the games should help players develop a situated understanding of CS concepts through engaging them in computational thinking (CT) practices associated with each concept, and (b) game mechanics and story elements should be meaningfully integrated with and supportive of the games’ learning objectives. We discuss several challenges that we encountered in the design process, both in identifying CT practices that lent themselves to game mechanics, and in finding ways to embed mechanics into stories in a meaningful way. Data from gameplay sessions suggests that, on the whole, girls found the games engaging and improved their understanding of CS concepts. However, we conclude that we were only partially successful in achieving our design goals. Testing the facilitator guides with a broader set of users and integrating the facilitator role into gameplay and story are potential goals for future work.
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Elisabeth Gee, Arizona State University
Elisabeth Gee is the Delbert & Jewell Lewis Chair of Reading & Literacy at Arizona State University, AZ. Her recent research explores how game play and game-making can contribute to the development of digital literacies and design thinking. She is particularly interested in understanding the sociocultural contexts of game-based learning, such as families and affinity spaces.
Kelly M. Tran, High Point University
Kelly M. Tran is an Assistant Professor of Game and Interactive Media Design at High Point University, NC. Her research interests include augmented reality games, game making, family gameplay, and teaching and learning through technology. Her recent studies includes an investigation of the player community around the popular mobile game Pokémon Go,
Priyanka Parekh, Transylvania University
Priyanka Parekh is an Assistant Professor of Education at Transylvania University, Lexington, Kentucky. Her research explores how children learn in makerspaces and through hobbies such as tinkering with toys and crafting. As a STEM enthusiast, former K-12 teacher, and habitual DIYer, she asks questions about what children learn when no one is looking.
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