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Information and Communications Technology (ICT) improve learning quality and increases outcomes while allowing formore natural control of learning systems. It has a significant impact on the economy in many regions. However, there is a lack offemale engagement in ICT fields in many countries. Serious Games are effective tools for learning, and it can be used to motivatewomen to study Computer Science. Gender preference factors affect engagement and motivation to play certain types of digitalgames, but few studies have designed digital games for females. Furthermore, most games with Computer Science content do notinterest young adult females and fail to describe how the social and cultural content of the game explains the game experience offemale players. As a solution, an extensive study of related literature on effective Serious Game elements, including motivationalelements that influence a player to engage with digital games, effective educational game elements, female preference elementsregarding digital games, and elements that impact the motivation of players to engage with the game was conducted. The result is aconceptual model for gender-based engagement in Serious Games. The proposed model will be implemented to increase theengagement of undergraduate females in Computer Science

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