1.
GIRLS AND GAMES LITERATURE REVIEW
Funk and Buchman (1996b) found that it is more socially acceptable for boys to play a lot of games than for girls. Other researchers proposed that females ...
2.
ALIEN GAMES: What Happens When Girls Design Space Learning Games?
This may refer more to commercial than academic games. Girls really had fun playing the academic space games – much more than boys did. The girls three most ...
3.
ALIEN GAMES: What Happens When Girls Design Space Learning Games?
... space learning games being as true to the kids' original visions as possible. ... In spring 2004 145 middle school children were shown the 8 game promos to ... Two boy games envision human and alien civilizations spread across the ...
4.
GIRLS AND GAMES LITERATURE REVIEW
Few girls would approach if a large crowd of children were clustered around a particular game. (1994, Girls' Interest in Electronic Games Section, para. 5). ...
5.
ALIEN GAMES: What Happens When Girls Design Space Learning Games?
IGD will contribute concrete understanding of girls' attitudes toward games as well as other diverse forms of technology-enhanced science learning. ...
6.
ALIEN GAMES: What Happens When Girls Design Space Learning Games?
Based on the brainstorms, a producer-writer, space scientist, and media artists are developing game promos of hypothetical space learning games being as ...
7.
Do Girls Prefer Girl-Designed Games? 1
File Format: PDF/Adobe Acrobat - View as HTML Do Girls Prefer Girl-Designed Games? 22. Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995). Home Video Game. Playing in Schoolchildren: a ...
8.
GIRLS AND GAMES LITERATURE REVIEW
GIRLS AND GAMES LITERATURE REVIEW. Kaitlan Chu nhui Chu , Carrie Heeter , Rhonda Egidio , and Punya Mishra Michigan State University Mind Games ...
9.
Girls and Games REFERENCES
Girls' preferences in software design: insights from a focus group. Interpersonal Computing and Technology: an Electronic Journal for the 21st Century, ...
10.
GIRLS AND GAMES LITERATURE REVIEW
Few girls would approach if a large crowd of children were clustered around a particular game. (1994, Girls' Interest in Electronic Games Section, para. 5). ...