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Workifying games: successfully engaging african american gamers with computer science

Published: 06 March 2013 Publication History

Abstract

We report on the implementation and evaluation of a three-year program to increase interest in studying computer science (CS) among African American male high school students. Over the course of 3 years, the Glitch Game Tester (Glitch) program employed 25 African American male high school students. These students tested pre-release digital games, full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory CS. Initially, only 20% of our participants expressed interest in pursing computing as a career. After Glitch, 65% have pursued some form of post-secondary computing studies. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this report discusses lessons learned through implementation of the Glitch program and higher education outcomes after graduation from the program.

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  • (2023)“Taught to be automata”: Examining the departmental role in shaping initial career choices of computing studentsComputer Science Education10.1080/08993408.2023.217168934:1(87-113)Online publication date: 5-Mar-2023
  • (2021)Supporting Mutually Beneficial Near-Peer Mentoring Relationships Within Computing Education Programs2021 Conference on Research in Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT51740.2021.9620669(1-9)Online publication date: 23-May-2021
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    cover image ACM Conferences
    SIGCSE '13: Proceeding of the 44th ACM technical symposium on Computer science education
    March 2013
    818 pages
    ISBN:9781450318686
    DOI:10.1145/2445196
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 06 March 2013

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    Author Tags

    1. design
    2. games
    3. intent to persist
    4. learning

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    SIGCSE '13 Paper Acceptance Rate 111 of 293 submissions, 38%;
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    View all
    • (2023)“Taught to be automata”: Examining the departmental role in shaping initial career choices of computing studentsComputer Science Education10.1080/08993408.2023.217168934:1(87-113)Online publication date: 5-Mar-2023
    • (2021)Supporting Mutually Beneficial Near-Peer Mentoring Relationships Within Computing Education Programs2021 Conference on Research in Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT51740.2021.9620669(1-9)Online publication date: 23-May-2021
    • (2020)Drag and Drop Programming Experiences and EquityProceedings of the 51st ACM Technical Symposium on Computer Science Education10.1145/3328778.3366875(664-670)Online publication date: 26-Feb-2020
    • (2019)Improving Computer Science Instruction and Computer Use for African American Secondary School StudentsProceedings of the 2019 on Computers and People Research Conference10.1145/3322385.3322399(78-84)Online publication date: 12-Jun-2019
    • (2019)Using Informed Design in Informal Computer Science Programs to Increase Youths’ Interest, Self-efficacy, and Perceptions of Parental SupportACM Transactions on Computing Education10.1145/331944519:4(1-24)Online publication date: 2-Aug-2019
    • (2019)STEM Hip-hop PedagogyProceedings of the 2019 ACM Southeast Conference10.1145/3299815.3314431(46-52)Online publication date: 18-Apr-2019
    • (2019)End-User Programmers Repurposing End-User Programming Tools to Foster Diversity in Adult End-User Programming Education2019 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VLHCC.2019.8818824(65-74)Online publication date: Oct-2019
    • (2019)Vlog Commentary YouTube Influencers as Effective Advisors in College and Career Readiness for Minorities in Computing: An Exploratory Study2019 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT46404.2019.8985961(1-8)Online publication date: Feb-2019
    • (2019)Developing a Question Corpus for a Conversational Agent Designed to Prepare Interested Black Undergraduates for the Professoriate in STEM2019 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT46404.2019.8985729(1-5)Online publication date: Feb-2019
    • (2019)Learning Sciences for Computing EducationThe Cambridge Handbook of Computing Education Research10.1017/9781108654555.009(208-230)Online publication date: 15-Feb-2019
    • Show More Cited By

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