Gaming and computer science: Bridging the gender-gap
>Magister Scientiae - MSc === According to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to...
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Online Access: | http://hdl.handle.net/11394/6764 |
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ndltd-netd.ac.za-oai-union.ndltd.org-uwc-oai-etd.uwc.ac.za-11394-67642019-07-19T03:12:45Z Gaming and computer science: Bridging the gender-gap Adams, Saira-Banu Venter, Isabella Computer science Gender Information technology STEM Gaming >Magister Scientiae - MSc According to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to continue with their studies nor to work in the field of information technology. Research has shown that women who have been exposed to computing at some point during their school career or early in their lives, tend to be more open to choosing a career in computer science and are in many cases successful at it. The aim of this research is to understand what factors influence women to choose a career within computer science and to consider whether gaming would encourage young women to enter the field. Design Science Research was the methodology employed. It was chosen since an artefact was developed. For each of the five steps of this methodology a different method was chosen to address the research question. Surveys were administered to first year computer science students and both IT high school teachers and computer science honours students were interviewed. Non-computer science students were involved in the participatory design process. 2019-05-09T10:55:47Z 2019-05-09T10:55:47Z 2019 http://hdl.handle.net/11394/6764 en University of the Western Cape University of the Western Cape |
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en |
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Computer science Gender Information technology STEM Gaming |
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Computer science Gender Information technology STEM Gaming Adams, Saira-Banu Gaming and computer science: Bridging the gender-gap |
description |
>Magister Scientiae - MSc === According to the literature, women are still unrepresented in the field of
information technology. Although many women study computer science at first
year level, the dropout rate for women—before they graduate—is high, and if
they graduate many decide neither to continue with their studies nor to work in
the field of information technology. Research has shown that women who have
been exposed to computing at some point during their school career or early in
their lives, tend to be more open to choosing a career in computer science and
are in many cases successful at it. The aim of this research is to understand what
factors influence women to choose a career within computer science and to
consider whether gaming would encourage young women to enter the field.
Design Science Research was the methodology employed. It was chosen since an
artefact was developed. For each of the five steps of this methodology a different
method was chosen to address the research question. Surveys were administered
to first year computer science students and both IT high school teachers and
computer science honours students were interviewed. Non-computer science
students were involved in the participatory design process. |
author2 |
Venter, Isabella |
author_facet |
Venter, Isabella Adams, Saira-Banu |
author |
Adams, Saira-Banu |
author_sort |
Adams, Saira-Banu |
title |
Gaming and computer science: Bridging the gender-gap |
title_short |
Gaming and computer science: Bridging the gender-gap |
title_full |
Gaming and computer science: Bridging the gender-gap |
title_fullStr |
Gaming and computer science: Bridging the gender-gap |
title_full_unstemmed |
Gaming and computer science: Bridging the gender-gap |
title_sort |
gaming and computer science: bridging the gender-gap |
publisher |
University of the Western Cape |
publishDate |
2019 |
url |
http://hdl.handle.net/11394/6764 |
work_keys_str_mv |
AT adamssairabanu gamingandcomputersciencebridgingthegendergap |
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