通过游戏设计和执行,与年轻人一起探索数字职业、刻板印象和多样性

Opeyemi Dele-Ajayi, Joe Shimwell, Itoro Emembolu, R. Strachan, Matthew Peers
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引用次数: 5

摘要

数字行业的一个关键问题是如何吸引更多的年轻人,特别是那些来自代表性不足的群体的年轻人,在高等教育和高等教育中学习计算机科学和数字技术。这项研究的主要目的是评估游戏环境是否能够激发年轻人的兴趣和参与度。另外两个目标是,看看这种方法是否也可以用来提高对该部门专业职业角色的认识,并探讨多样性和陈规定型观念。采用行动研究方法,我们设计了一个工作坊,让年轻人设计和开发一款游戏。其中包括介绍职业角色和挑战刻板印象的活动,特别关注性别和种族。结果表明,年轻人对游戏行业所涉及的角色的理解有限。男性儿童创造了男性游戏角色,而女性儿童同时创造了男性和女性角色。女性希望从事健康科学领域的工作,而男性则希望从事更广泛的科学、技术、工程和数学(STEM)职业。目前正在扩大和发展讲习班,以便在迄今为止的研究成果的基础上进行更深入的干预。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring digital careers, stereotypes and diversity with young people through game design and implementation
A key issue for the digital sector is how to attract more young people, particularly those from under-represented groups, to study computer science and digital technologies at higher education and beyond. The main aim of this study was to evaluate if a gaming environment can be used to generate interest and engagement among young people. Two further aims were to see if this approach could also be used to create a greater awareness of professional career roles in the sector and to explore diversity and stereotypes. Using an action research approach, a workshop was designed for use with young people where they were asked to design and develop a game. Embedded within this were activities to introduce career roles and challenge stereotypes, with a specific focus on gender and ethnicity. The results show that young people have a limited understanding of the roles involved in the game industry. Male children created male game characters while female children created both male and female characters for their games. Females aspired to jobs in the health sciences while males aspired to a wider range of Science, Technology, Engineering and Mathematics (STEM) careers. The workshop is currently being extended and developed to create a more in-depth intervention, building on the results from the research to date.
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