A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning
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This chapter outlines how and why virtual worlds are the best gaming environments for female game players. It explores strategies for utilizing this information to provide a mass multiplayer online game environment to improve the negative perceptions of computer science and programming by teenage girls. The author shares insights from a case study involving workshops, utilizing a 3D virtual world called Gamher World to teach Java programming to forty-nine 13- to 17-year-old girls. The chapter concludes with recommendations for using virtual worlds to improve the methods used to introduce STEM to girls.
2013 ◽
pp. 149-160
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2011 ◽
pp. 47-61
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2011 ◽
pp. 233-244
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2010 ◽
Vol 21
(3)
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pp. 69-89
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