Share Paper: Gaming in the Classroom: Gender Considerations and Promoting STEM Careers

  1. Lorraine Beaudin, University of Lethbridge, Canada
  2. Gail Bailey, University of Lethbridge, Canada
Tuesday, March 26 5:35-5:55 PM Bayside A

Abstract: Given the potential for gaming to enhance collaboration and student learning, it comes as no surprise that education and learning theorists are suggesting that gaming could be useful in education (Kinzie, & Joseph, 2008). As research in game-based learning continues to expand, discussions examining the potential for gaming to increase student participation in STEM have also risen. Past research has found that there is a gender gap in science, technology, engineering, and math (STEM) careers (Arnold & Niederman, 2001). Accordingly, when considering the use of video games in the classroom there must be some attention paid to gender differences. This ...