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Gaming as a Gateway Drug: Getting Girls Interested in Technology

Event SXSW Interactive 2009
Format Panel
Organizer Dee Kapila Girlstart
Description Wanted: Girl Gamers! It’s not just about playing, but using play to ignite a crucial spark. This session will explore how educators, parents and the community can use video games to attract girls to pursue STEM (science, technology, engineering, math).
Questions
Answered
  1. What do we mean by the terms ‘gaming’ and ‘virtual space’?
  2. What are the current youth statistics on gaming?
  3. How is gaming the key to generating more interest in STEM (science, math, technology, and engineering)?
  4. What are the latest gaming trends and how can they be used to get girls excited about video games?
  5. How are some educators currently integrating gaming into the learning process?
  6. What are parent’s perceptions of using gaming as a learning tool and how are educators responding to them?
  7. What are the obstacles and opportunities associated with engaging girls in gaming?
  8. How can educators, parents, and community members encourage more girls to play games?
  9. As an organization that wants to empower more girls in STEM what can Girlstart do next to engage more girls in gaming?
  10. How do we, as educators, parents and community members transition from using gaming as a hook to getting girls interested in pursuing STEM careers?
Panelists Sheri Graner Ray (sirenia.com), Dee Kapila, moderator (GirlStart), Dr. Cindy Royal (Texas State University), Joe Sanchez (University of Texas)
Level Beginner
Category Video Games