Tuesday, March 4
9:45 AM-10:45 AM
UTC
Royale 5

Tween Programming Literacy via Videogame Construction: Genre Interests and Gender

Roundtable ID: 21905
  1. aaa
    Camille McCue
    The Alexander Dawson School

Abstract: Computer programming is a literacy that may be equally as critical as reading and writing in the Information Age. However, few students experience programming opportunities in the middle grades. This paper reports on action research conducted with tweens and teens taking school-based programming. When teaching this age group, programming instruction may best be accomplished by creating personally meaningful products; videogame projects are most motivating. Research questions included: What videogame genres does the target audience enjoy playing and designing? Are there gender differences between males and females inventing games of a given genre? Findings show gender convergence on game playing (Sports and Platform preferred), but divergence on game designing: boys prefer more violent genres (Shooter) while girls prefer more constructive genres (Management Simulation). Similarly, for a given genre, males invent more aggressive games than female peers. Interest levels impact student motivation and must be considered when instructing the target audience in programming.

No presider for this session.

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