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lhughes_ksu_vcd_thesis.pdf (3.62 MB)
ETD Abstract Container
Abstract Header
Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls.
Author Info
Hughes, Leigh A
ORCID® Identifier
http://orcid.org/0000-0001-7548-6787
Permalink:
http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147
Abstract Details
Year and Degree
2017, MFA, Kent State University, College of Communication and Information / School of Visual Communication Design.
Abstract
Play is beneficial for children in every aspect of their lives. Play gives kids the freedom to explore and problem solve while freely using their imagination in a safe environment. Looking forward, it is imperative to allow girls this freedom to explore digital games and all of their possibilities. Video games help to build visual-spatial capabilities, which is the ability to mentally construct and organize 3-dimensional objects in an imaginary space (Paul, 2013), a skill that promotes advanced mathematical and engineering skills. In order for women to compete in male dominated STEM (science, technology, engineering and mathematics) industries, females must have more opportunities in early childhood to develop their visual-spatial skills. To do this, girls should play more video games, suggests a study by University of Toronto researchers, published in the journal of Psychological Science (Paul, 2013). Overall, girls and boys play with different kinds of games in early childhood that provide different learning experiences. Research shows, most girls play with toys that emphasize relationships (i.e., playing house) or creativity (i.e., drawing, painting). In contrast, boys typically play with computers, video games or build (i.e., LEGO), both of which develop problem-solving and spatial-relationship skills. There is considerable evidence that these gender differences are generated from nurture, not nature (Milgram, 2007). Through nurturing, children learn at a very young age what it means to be a boy or a girl in America (Witt, 1997). Traditionally, video games have been created primarily with male interests in mind and have predominantly male characters and themes, thus it is not surprising that girls are much less interested in playing them (Milgram, 2007). One solution to this discrepancy could be designing video games that engage young, female interests and their social goals while incorporating essential, 3D building tools. A study by University of Toledo researchers suggests offering girls more opportunities to engage in 3D gaming in early childhood. Practicing their visual-spatial skills through this media may begin to help close the STEM gender gap and encourage females to pursue engineering and computer science (Milgram, 2007). According to 2011 United States Census Bureau data, women's representation in STEM occupations remains low in engineering and computer occupations, and their representation in these fields has declined since the 1990s (Landivar, 2013). Video games can begin to slow this decline by providing girls with the confidence they need to succeed in the classroom. In conclusion, data shows that early exposure to video games could have significant impact on whether women choose to pursue engineering or computer science. Girls need to be engaged at their level, be provided more opportunities to construct without restriction or bias and should be encouraged to play video games as a means of developing crucial competitive skills for their future.
Committee
Ken Visocky-O'Grady, MFA (Advisor)
Gretchen Caldwell Rinnert, MFA (Committee Member)
Maureen Blankemeyer, PhD (Committee Member)
Pages
85 p.
Subject Headings
Computer Science
;
Design
;
Early Childhood Education
;
Engineering
;
Gender
;
Technology
;
Womens Studies
Keywords
video games
;
gender
;
visual-spatial
;
STEM
;
gaming
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Citations
Hughes, L. A. (2017).
Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls.
[Master's thesis, Kent State University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147
APA Style (7th edition)
Hughes, Leigh.
Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls.
2017. Kent State University, Master's thesis.
OhioLINK Electronic Theses and Dissertations Center
, http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147.
MLA Style (8th edition)
Hughes, Leigh. "Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls." Master's thesis, Kent State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147
Chicago Manual of Style (17th edition)
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Document number:
kent1480345885015147
Download Count:
3,545
Copyright Info
© 2016, all rights reserved.
This open access ETD is published by Kent State University and OhioLINK.