@inproceedings{14ec5b0f5f074e77b3d88ebc3e31e478,
title = "RAPUNSEL: Improving self-efficacy and self-esteem with an educational computer game",
abstract = "This paper reports assessment results of a four-year interdisciplinary research project with the goal to design and test a web-based software environment for real-time, applied programming for underrepresented students' early literacy (RAPUNSEL). The study presented here assessed the impact of the resulting computer game environment called Peeps, which was designed to afford girls with opportunities to develop computer programming skills in a setting where programming was not an end in itself but a means to achieve goals that were relevant and meaningful to the players and facilitate safe ways to learn through error. A pre-post survey study with 59 participants found increases in students' general self-efficacy, self-esteem, computer self-efficacy, and programming self-efficacy. Implications for educators and game designers and future development plans will be discussed during the presentation.",
keywords = "Educational Games, Gender Issues, Programming, Self-Efficacy, Self-Esteem",
author = "Plass, {Jan L.} and Ricki Goldman and Mary Flanagan and Ken Perlin",
year = "2009",
language = "English (US)",
isbn = "9789868473539",
series = "Proceedings of the 17th International Conference on Computers in Education, ICCE 2009",
pages = "682--689",
booktitle = "Proceedings of the 17th International Conference on Computers in Education, ICCE 2009",
note = "17th International Conference on Computers in Education, ICCE 2009 ; Conference date: 30-11-2009 Through 04-12-2009",
}