Design attributes of educational computer software for optimising girls' participation in educational game playing

Recent research on girls in science education in Australian primary schools indicates a participation rate lower than that of boys. This inequality could lead subsequently to reduced opportunities for girls entering the workforce in their adult years. Many studies have attempted to reveal why this s...

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Main Author: Rich, Warren Charles
Format: Thesis
Language:English
Published: Curtin University 2004
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/1023
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author Rich, Warren Charles
author_facet Rich, Warren Charles
author_sort Rich, Warren Charles
building Curtin Institutional Repository
collection Online Access
description Recent research on girls in science education in Australian primary schools indicates a participation rate lower than that of boys. This inequality could lead subsequently to reduced opportunities for girls entering the workforce in their adult years. Many studies have attempted to reveal why this situation has arisen and a variety of strategies for increasing girls' participation has been suggested. A relatively new strategy that does not appear frequently in the research literature is the use of educational computer game software. An important question arises: does the game software used in primary school science education reflect design attributes favoured by boys and, if so, do these attributes actively discourage girls' participation by making them feel uncomfortable or stressed? My case study was designed to identify design features of computer games that girls prefer so that these features can be included in educational computer game software designed for science education, as well as the other Key Learning Areas. Through interviews, surveys and observations my interpretive study obtained the opinions and views of over 200 children in two suburban Australian primary schools in which I work as a teacher-librarian. In this role I purchase educational computer games and organize special classes for students to play them. From my analysis of the data I make recommendations that reflect girls' preferred design attributes for educational computer games. I also generate a checklist of criteria from my interpretations that may result in the purchase of software that could not only enhance girls' participation and success in primary school science, the curriculum area of greatest personal interest to me, but also in other Key Learning Areas of primary education.\
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spelling curtin-20.500.11937-10232017-02-20T06:41:07Z Design attributes of educational computer software for optimising girls' participation in educational game playing Rich, Warren Charles girls and science education science education computer software human-computer interaction sex-bias in software Recent research on girls in science education in Australian primary schools indicates a participation rate lower than that of boys. This inequality could lead subsequently to reduced opportunities for girls entering the workforce in their adult years. Many studies have attempted to reveal why this situation has arisen and a variety of strategies for increasing girls' participation has been suggested. A relatively new strategy that does not appear frequently in the research literature is the use of educational computer game software. An important question arises: does the game software used in primary school science education reflect design attributes favoured by boys and, if so, do these attributes actively discourage girls' participation by making them feel uncomfortable or stressed? My case study was designed to identify design features of computer games that girls prefer so that these features can be included in educational computer game software designed for science education, as well as the other Key Learning Areas. Through interviews, surveys and observations my interpretive study obtained the opinions and views of over 200 children in two suburban Australian primary schools in which I work as a teacher-librarian. In this role I purchase educational computer games and organize special classes for students to play them. From my analysis of the data I make recommendations that reflect girls' preferred design attributes for educational computer games. I also generate a checklist of criteria from my interpretations that may result in the purchase of software that could not only enhance girls' participation and success in primary school science, the curriculum area of greatest personal interest to me, but also in other Key Learning Areas of primary education.\ 2004 Thesis http://hdl.handle.net/20.500.11937/1023 en Curtin University fulltext
spellingShingle girls and science education
science education computer software
human-computer interaction
sex-bias in software
Rich, Warren Charles
Design attributes of educational computer software for optimising girls' participation in educational game playing
title Design attributes of educational computer software for optimising girls' participation in educational game playing
title_full Design attributes of educational computer software for optimising girls' participation in educational game playing
title_fullStr Design attributes of educational computer software for optimising girls' participation in educational game playing
title_full_unstemmed Design attributes of educational computer software for optimising girls' participation in educational game playing
title_short Design attributes of educational computer software for optimising girls' participation in educational game playing
title_sort design attributes of educational computer software for optimising girls' participation in educational game playing
topic girls and science education
science education computer software
human-computer interaction
sex-bias in software
url http://hdl.handle.net/20.500.11937/1023