TY - GEN
T1 - Girls as space game designers
T2 - 2003 Conference on Designing for User Experiences, DUX '03
AU - Heeter, Carrie
AU - Winn, Brian
AU - Egidio, Rhonda
AU - Mishra, Punya
AU - Lownds, Norm
PY - 2003
Y1 - 2003
N2 - 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.
AB - 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.
KW - Age differences
KW - Cognitive psychology
KW - Ethnography/ethnographic studies
KW - Experience design
KW - Experience interaction design
KW - Game design
KW - Gender differences
KW - Learning
KW - Participatory design
KW - User experience
KW - User interface design
KW - User research
UR - http://www.scopus.com/inward/record.url?scp=77952344833&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77952344833&partnerID=8YFLogxK
U2 - 10.1145/997078.997095
DO - 10.1145/997078.997095
M3 - Conference contribution
AN - SCOPUS:77952344833
SN - 1581137281
SN - 9781581137286
T3 - Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03
BT - Proceedings of the 2003 Conference on Designing for User Experiences, DUX '03
Y2 - 6 June 2003 through 7 June 2003
ER -