Model Technology Integration in Afterschool
 

 Girls Creating Games

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About the Program

Girls Creating Games is an after-school program for middle school girls developed by Education, Training Research Associates (ETR). The participants are girls in grades 6-8. The program meets twice a week for two hours for twelve weeks during each semester at New Brighton Middle School in the Soquel Elementary School District in Capitola, California. During the summer it meets four times a week for six weeks at the Santa Cruz Boys & Girls Club.


The Goals of This Program:

Program Activities:

Girls in a pair are creating a Flash game.

Participants in this program create computer games, which are interactive story narratives, with Macromedia's Flash™ program. The idea for the game structure came from a series of books in the 1980's, called "Choose-your-own-adventure," where readers select a path at key decision points in the story, to create their own series of events. Based on this model, the participants work in pairs to write stories about themselves or their interests and produce Flash games to tell the stories. The final products are posted on the internet. Even though every pair uses the same program, each individual story and its organization is unique.


We want our girls to leave this program with marketable skills, so that they can see examples of real products created with this software every time they logon to the web. - Steve Bean, ETR Associates

The reason why the participants create Flash games is that:

Funding Source and Research:

Girls Creating Games is a program supported by the National Science Foundation (NSF)'s Research on Gender Equity in Science, Technology, Engineering, and Mathematics (GSE). The mission of this after-school program is aligned with the NSF GSE's core value of encouraging young women to build leadership and to pursue advanced education and careers in Information Technology (IT).
"Our program recognizes that adolescent girls face particular barriers to their interest in IT, including negative stereotypes about involvement in IT, IT learning environments hostile to females, and an absence of good IT tools and products developed by and for women, especially young women. The purpose of this program is to show the research findings on what kind of factors keep young women in the "IT pipeline."

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