ABSTRACT
Although there is an increase in STEM career opportunities, there is a lack of qualified graduates to take these opportunities. Increasing the participation in STEM education has the potential to address this issue. Furthermore, through increasing the ethnic and gender diversity of STEM qualified graduated not only has the potential to increase participation in STEM careers, but also assist in increasing product and service variety.
In this discussion the authors present a proposed method for implementing a game development summer camp to form positive perceptions about computer science and STEM.
- 2011. Expanding underrepresented minority participation: America's science and technology talent at the crossroads. National Academies Press, Washington, District of Columbia.Google Scholar
- Ernest Adams. 2003. Break into the Game Industry: How to get a job making video games. McGraw-Hill, Inc.Google Scholar
- Carole Ames. 1992. Classrooms: Goals, structures, and student motivation. Journal of educational psychology 84, 3 (1992), 261.Google ScholarCross Ref
- Albert Bandura. 1994. Self-efficacy. Wiley Online Library.Google Scholar
- Susan A Basow and Karen Glasser Howe. 1980. Role-model influence: Effects of sex and sex-role attitude in college students. Psychology of Women Quarterly 4, 4 (1980), 558--572. Google ScholarCross Ref
- Susanne Bødker, Christina Nielsen, and Marianne Graves Petersen. 2000. Creativity, cooperation and interactive design. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques. ACM, 252--261. Google ScholarDigital Library
- Stuart L Brown. 2009. Play: How it shapes the brain, opens the imagination, and invigorates the soul. Penguin.Google Scholar
- K.R. Buse and D. Bilimoria. 2013. Women who persist. Magazine of the Society of Women Engineers Fall (2013), 45--51.Google Scholar
- K.R. Buse and D. Bilimoria. 2014. Personal vision: enhancing work engagement and the retention of women in the engineering profession. Front Psychol 5 (2014), 1400. Google ScholarCross Ref
- Mitchell J Chang, Oscar Cerna, June Han, and Victor Saenz. 2008. The contradictory roles of institutional status in retaining underrepresented minorities in biomedical and behavioral science majors. The Review of Higher Education 31, 4 (2008), 433--464.Google ScholarCross Ref
- Martin M Chemers, Eileen L Zurbriggen, Moin Syed, Barbara K Goza, and Steve Bearman. 2011. The role of efficacy and identity in science career commitment among underrepresented minority students. Journal of Social Issues 67, 3 (2011), 469--491.Google ScholarCross Ref
- Christianne Corbett and Catherine Hill. 2015. Solving the equation: the variables for women's success in engineering and computing. DC: AAUW (2015).Google Scholar
- Mihalyi Csikszentmihalyi. 1981. Some paradoxes in the definition of play. Play as context (1981), 14--26.Google Scholar
- M Deloura. 2014. The White House Education Game Jam. https://www.whitehouse.gov/blog/2014/10/06/white-house-education-game-jam. (2014). [Accessed 20-July-2016].Google Scholar
- Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. ACM, 9--15. Google ScholarDigital Library
- Joan Ferrini-Mundy. 2013. Driven by diversity. Science 340, 6130 (2013), 278--278. Google ScholarCross Ref
- Allan Fowler. 2012. Enriching student learning programming through using Kodu. In Proceedings of the 3rd Annual Conference of Computing and Information Technology, Education and Research in New Zealand (incorporating 24th Annual NACCQ).Google Scholar
- Allan Fowler. 2016. Informal STEM Learning in Game Jams, Hackathons and Game Creation Events. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events. ACM, 38--41. Google ScholarDigital Library
- Allan Fowler and Brian Cusack. 2011. Kodu game lab: improving the motivation for learning programming concepts. In Proceedings of the 6th International Conference on Foundations of Digital Games. ACM, 238--240.Google ScholarDigital Library
- Allan Fowler, Foaad Khosmood, and Ali Arya. 2013. The evolution and significance of the Global Game Jam. In Proc. of the Foundations of Digital Games Conference.Google Scholar
- Allan Fowler, Gorm Lai, Richerd Hill, Foaad Khosmood, and Ali Arya. 2015. Organizing Philosophies of Game Jams and Game Hackathons. In In Proceedings of the Workshop on Game Jams, Hackathons and Game Creation Events.Google Scholar
- Global Game Jam. 2014. Findings from the GGJ six-month follow-up survey. https:////drive.google.com/file/d/0B40cfo58q7S8dTBFTkJaOUdYMVk/view. (2014). [Accessed 25-Nov.-2016].Google Scholar
- Global Game Jam. 2014. Findings from the post GGJ survey. https://drive.google.com/file/d/0B40cfo58q7S8d0xsRndpZ0xYYUU/edit https://drive.google.com/file/d/0B40cfo58q7S8d0xsRndpZ0xYYUU/edit. (2014). [Accessed 25-Nov.-2016].Google Scholar
- Karl Groos. 1908. The play of man. D. Appleton.Google Scholar
- G. Gunderson, E.A.and Ramirez, S.C. Levine, and S.L. Beilock. 2012. The role of parents and teachers in the development of gender-related math attitudes. Sex Roles 66, 3--4 (2012), 153--66.Google Scholar
- Gail Hackett and Nancy E Betz. 1995. Self-efficacy and career choice and development. In Self-efficacy, adaptation, and adjustment. Springer, 249--280.Google Scholar
- Johan Huizinga. 2014. Homo Ludens Ils 86. Routledge.Google Scholar
- Sylvia Hurtado, Christopher B Newman, Minh C Tran, and Mitchell J Chang. 2010. Improving the rate of success for underrepresented racial minorities in STEM fields: Insights from a national project. New Directions for Institutional Research 2010, 148 (2010), 5--15. Google ScholarCross Ref
- Yasmin B Kafai. 2006. Playing and making games for learning instructionist and constructionist perspectives for game studies. Games and culture 1, 1 (2006), 36--40. Google ScholarCross Ref
- Karl M Kapp. 2012. The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.Google Scholar
- Alfie Kohn. 1999. Punished by rewards: The trouble with gold stars, incentive plans, A's, praise, and other bribes. Houghton Mifflin Harcourt.Google Scholar
- Gary S May and Daryl E Chubin. 2003. A retrospective on undergraduate engineering success for underrepresented minority students. Journal of Engineering Education 92, 1 (2003), 27--39. Google ScholarCross Ref
- Juergen Musil, Angelika Schweda, Dietmar Winkler, and Stefan Biffl. 2010. Synthesized essence: what game jams teach about prototyping of new software products. In 2010 ACM/IEEE 32nd International Conference on Software Engineering, Vol. 2. IEEE, 183--186. Google ScholarDigital Library
- Adams Nager and Robert D Atkinson. 2016. ITIF. https://itif.org/publications/2016/05/31/case-improving-us-computer-science-education. (May 2016). [Online; accessed 21-July-2016].Google Scholar
- Beryl Nelson. 2014. The data on diversity. Commun. ACM 57, 11 (2014), 86--95. Google ScholarDigital Library
- Seymour Papert. 1993. The children's machine: Rethinking school in the age of the computer. Basic books.Google Scholar
- Johanna Pirker, Annakaisa Kultima, and Christian Gütl. 2016. The Value of Game Prototyping Projects for Students and Industry. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events. ACM, 54--57. Google ScholarDigital Library
- Jon A Preston, Jeff Chastine, Casey O'Donnell, Tony Tseng, and Blair MacIntyre. 2012. Game jams: Community, motivations, and learning among jammers. International Journal of Game-Based Learning (IJGBL) 2, 3 (2012), 51--70. Google ScholarCross Ref
- Janet C Read and Stuart MacFarlane. 2006. Using the fun toolkit and other survey methods to gather opinions in child computer interaction. In Proceedings of the 2006 conference on Interaction design and children. ACM, 81--88.Google ScholarDigital Library
- David Reitman. 1998. Punished by misunderstanding: A critical evaluation of Kohn's Punished by Rewards and its implications for behavioral interventions with children. The Behavior Analyst 21, 1 (1998), 143.Google ScholarCross Ref
- Lloyd P Rieber. 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational technology research and development 44, 2 (1996), 43--58. Google ScholarCross Ref
- Maria Roussou. 2004. Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. Computers in Entertainment (CIE) 2, 1 (2004), 10--10. Google ScholarDigital Library
- Vygotsky Lev Semenovich. 2012. Thought and language. MIT press.Google Scholar
- Kiyoshi Shin, Kosuke Kaneko, Yu Matsui, Koji Mikami, Masaru Nagaku, Toshifumi Nakabayashi, Kenji Ono, and Shinji R Yamane. 2012. Localizing Global Game Jam: Designing game development for collaborative learning in the social context. In Advances in Computer Entertainment. Springer, 117--132.Google Scholar
- The Alliance for Science & Technology Research in America. 2016. Telling Our Story Through Data: ASTRA's STEM on the Hill State STEM & Innovation Report Cards 2016. https://www.usinnovation.org/state-innovation-vital-signs. (Apr 2016). [Accessed 19-May-2016].Google Scholar
- Lisa Tsui. 2007. Effective strategies to increase diversity in STEM fields: A review of the research literature. The Journal of Negro Education (2007), 555--581.Google Scholar
- R. Varma. 2010. Why do so few women enroll in computing? Gender and ethnic differences in students' perception. Computer Science Education 20, 4 (2010), 301--16. Google ScholarCross Ref
- Lev S Vygotsky. 1967. Play and its role in the mental development of the child. Soviet psychology 5, 3 (1967), 6--18.Google Scholar
- Xueli Wang. 2013. Why students choose STEM majors motivation, high school learning, and postsecondary context of support. American Educational Research Journal (2013), 1081--1121. Google ScholarCross Ref
- Alice Y and David A Kolb. 2010. Learning to play, playing to learn: A case study of a ludic learning space. Journal of Organizational Change Management 23, 1 (2010), 26--50. Google ScholarCross Ref
- Alexander Zook and Mark O Riedl. 2013. Game conceptualization and development processes in the global game jam. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games.Google Scholar
Index Terms
- Engaging under-represented minorities in STEM through game jams
Recommendations
Jamming with children: an experience report
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital GamesAlthough there is an increase in Science, Technology, Engineering, and Mathematics (STEM) career opportunities in most developed economies, the lack of qualified graduates to take these opportunities is a serious concern. Increasing participation in ...
Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation
Special Issue II on Computer Science Education in K-12 SchoolsAn educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased ...
Collaborative research into Game Jams, Hackathons and Event-Based Teaching in Higher Education (Abstract Only)
SIGCSE '17: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science EducationThe idea for this session is based on conversations with colleagues from computer science, art, communications, engineering, and biology as well as international colleagues from three continents at ITICSE-2016 on the use of Game Jams to increase ...
Comments