Designing Analog Games that Engage Girls with Computer Science Concepts

Main Article Content

Elisabeth Gee
Kelly M. Tran
Priyanka Parekh

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.

Downloads

Download data is not yet available.

Article Details

How to Cite
Gee, E., Tran, K. M., & Parekh, P. (2020). Designing Analog Games that Engage Girls with Computer Science Concepts. International Journal of Designs for Learning, 11(2), 17–26. https://doi.org/10.14434/ijdl.v11i2.24113
Section
Design Cases
Author Biographies

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.‎