Girls as space game designers: Extreme baseline research

Carrie Heeter, Brian Winn, Rhonda Egidio, Punyashloke Mishra, Norm Lownds

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This NSF-funded two-year research project explores gender and age differences in attitudes toward technology, space exploration, game design, and learning from games. In addition to rigorously testing the proposition that all-girl design teams will envision substantively different education game experiences than all-boy design teams, this project will provide extremely elaborate baseline research to inform future design of highly entertaining learning games.By June 2003, we will have spent five months preparing our two-week Space Pioneer Adventures summer camp (offered to 10 fifth grade girls, 10 fifth grade boys, 10 eighth grade girls, and 10 eighth grade boys). Working in same-sex, same-age teams of five, in Week 1 they will experience a wide range of technologically delivered space-learning activities. In Week 2 they will envision their ideal space-learning game.Conference participants will see and provide feedback about our baseline participatory learning game-design research plan.

Original languageEnglish (US)
Title of host publicationProceedings of the 2003 Conference on Designing for User Experiences, DUX '03
DOIs
StatePublished - 2003
Externally publishedYes
Event2003 Conference on Designing for User Experiences, DUX '03 - San Francisco, CA, United States
Duration: Jun 6 2003Jun 7 2003

Other

Other2003 Conference on Designing for User Experiences, DUX '03
CountryUnited States
CitySan Francisco, CA
Period6/6/036/7/03

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Keywords

  • Age differences
  • Cognitive psychology
  • Ethnography/ethnographic studies
  • Experience design
  • Experience interaction design
  • Game design
  • Gender differences
  • Learning
  • Participatory design
  • User experience
  • User interface design
  • User research

ASJC Scopus subject areas

  • Computer Science Applications
  • Human-Computer Interaction
  • Software

Cite this

Heeter, C., Winn, B., Egidio, R., Mishra, P., & Lownds, N. (2003). Girls as space game designers: Extreme baseline research. In Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03 [997095] https://doi.org/10.1145/997078.997095

Girls as space game designers : Extreme baseline research. / Heeter, Carrie; Winn, Brian; Egidio, Rhonda; Mishra, Punyashloke; Lownds, Norm.

Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03. 2003. 997095.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Heeter, C, Winn, B, Egidio, R, Mishra, P & Lownds, N 2003, Girls as space game designers: Extreme baseline research. in Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03., 997095, 2003 Conference on Designing for User Experiences, DUX '03, San Francisco, CA, United States, 6/6/03. https://doi.org/10.1145/997078.997095
Heeter C, Winn B, Egidio R, Mishra P, Lownds N. Girls as space game designers: Extreme baseline research. In Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03. 2003. 997095 https://doi.org/10.1145/997078.997095
Heeter, Carrie ; Winn, Brian ; Egidio, Rhonda ; Mishra, Punyashloke ; Lownds, Norm. / Girls as space game designers : Extreme baseline research. Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03. 2003.
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