Gaming and computer science: Bridging the gender-gap

dc.contributor.advisorVenter, Isabella
dc.contributor.authorAdams, Saira-Banu
dc.date.accessioned2019-05-09T10:55:47Z
dc.date.accessioned2024-10-30T14:00:37Z
dc.date.available2019-05-09T10:55:47Z
dc.date.available2024-10-30T14:00:37Z
dc.date.issued2019
dc.description>Magister Scientiae - MScen_US
dc.description.abstractAccording to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to continue with their studies nor to work in the field of information technology. Research has shown that women who have been exposed to computing at some point during their school career or early in their lives, tend to be more open to choosing a career in computer science and are in many cases successful at it. The aim of this research is to understand what factors influence women to choose a career within computer science and to consider whether gaming would encourage young women to enter the field. Design Science Research was the methodology employed. It was chosen since an artefact was developed. For each of the five steps of this methodology a different method was chosen to address the research question. Surveys were administered to first year computer science students and both IT high school teachers and computer science honours students were interviewed. Non-computer science students were involved in the participatory design process.en_US
dc.identifier.urihttps://hdl.handle.net/10566/16913
dc.language.isoenen_US
dc.publisherUniversity of the Western Capeen_US
dc.rights.holderUniversity of the Western Capeen_US
dc.subjectComputer scienceen_US
dc.subjectGenderen_US
dc.subjectInformation technologyen_US
dc.subjectSTEMen_US
dc.subjectGamingen_US
dc.titleGaming and computer science: Bridging the gender-gapen_US

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