skip to main content
10.1145/3055116.3055120acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicgjConference Proceedingsconference-collections
research-article

Engaging under-represented minorities in STEM through game jams

Published:26 February 2017Publication History

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.

References

  1. 2011. Expanding underrepresented minority participation: America's science and technology talent at the crossroads. National Academies Press, Washington, District of Columbia.Google ScholarGoogle Scholar
  2. Ernest Adams. 2003. Break into the Game Industry: How to get a job making video games. McGraw-Hill, Inc.Google ScholarGoogle Scholar
  3. Carole Ames. 1992. Classrooms: Goals, structures, and student motivation. Journal of educational psychology 84, 3 (1992), 261.Google ScholarGoogle ScholarCross RefCross Ref
  4. Albert Bandura. 1994. Self-efficacy. Wiley Online Library.Google ScholarGoogle Scholar
  5. 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 ScholarGoogle ScholarCross RefCross Ref
  6. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  7. Stuart L Brown. 2009. Play: How it shapes the brain, opens the imagination, and invigorates the soul. Penguin.Google ScholarGoogle Scholar
  8. K.R. Buse and D. Bilimoria. 2013. Women who persist. Magazine of the Society of Women Engineers Fall (2013), 45--51.Google ScholarGoogle Scholar
  9. 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 ScholarGoogle ScholarCross RefCross Ref
  10. 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 ScholarGoogle ScholarCross RefCross Ref
  11. 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 ScholarGoogle ScholarCross RefCross Ref
  12. Christianne Corbett and Catherine Hill. 2015. Solving the equation: the variables for women's success in engineering and computing. DC: AAUW (2015).Google ScholarGoogle Scholar
  13. Mihalyi Csikszentmihalyi. 1981. Some paradoxes in the definition of play. Play as context (1981), 14--26.Google ScholarGoogle Scholar
  14. 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 ScholarGoogle Scholar
  15. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  16. Joan Ferrini-Mundy. 2013. Driven by diversity. Science 340, 6130 (2013), 278--278. Google ScholarGoogle ScholarCross RefCross Ref
  17. 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 ScholarGoogle Scholar
  18. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  19. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  20. 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 ScholarGoogle Scholar
  21. 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 ScholarGoogle Scholar
  22. 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 ScholarGoogle Scholar
  23. 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 ScholarGoogle Scholar
  24. Karl Groos. 1908. The play of man. D. Appleton.Google ScholarGoogle Scholar
  25. 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 ScholarGoogle Scholar
  26. Gail Hackett and Nancy E Betz. 1995. Self-efficacy and career choice and development. In Self-efficacy, adaptation, and adjustment. Springer, 249--280.Google ScholarGoogle Scholar
  27. Johan Huizinga. 2014. Homo Ludens Ils 86. Routledge.Google ScholarGoogle Scholar
  28. 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 ScholarGoogle ScholarCross RefCross Ref
  29. 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 ScholarGoogle ScholarCross RefCross Ref
  30. Karl M Kapp. 2012. The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.Google ScholarGoogle Scholar
  31. Alfie Kohn. 1999. Punished by rewards: The trouble with gold stars, incentive plans, A's, praise, and other bribes. Houghton Mifflin Harcourt.Google ScholarGoogle Scholar
  32. 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 ScholarGoogle ScholarCross RefCross Ref
  33. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  34. 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 ScholarGoogle Scholar
  35. Beryl Nelson. 2014. The data on diversity. Commun. ACM 57, 11 (2014), 86--95. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Seymour Papert. 1993. The children's machine: Rethinking school in the age of the computer. Basic books.Google ScholarGoogle Scholar
  37. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  38. 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 ScholarGoogle ScholarCross RefCross Ref
  39. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  40. 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 ScholarGoogle ScholarCross RefCross Ref
  41. 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 ScholarGoogle ScholarCross RefCross Ref
  42. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  43. Vygotsky Lev Semenovich. 2012. Thought and language. MIT press.Google ScholarGoogle Scholar
  44. 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 ScholarGoogle Scholar
  45. 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 ScholarGoogle Scholar
  46. 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 ScholarGoogle Scholar
  47. 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 ScholarGoogle ScholarCross RefCross Ref
  48. Lev S Vygotsky. 1967. Play and its role in the mental development of the child. Soviet psychology 5, 3 (1967), 6--18.Google ScholarGoogle Scholar
  49. 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 ScholarGoogle ScholarCross RefCross Ref
  50. 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 ScholarGoogle ScholarCross RefCross Ref
  51. 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 ScholarGoogle Scholar

Index Terms

  1. Engaging under-represented minorities in STEM through game jams

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      ICGJ '17: Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events
      February 2017
      47 pages
      ISBN:9781450347976
      DOI:10.1145/3055116

      Copyright © 2017 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 26 February 2017

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      ICGJ '17 Paper Acceptance Rate14of19submissions,74%Overall Acceptance Rate23of43submissions,53%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader