RAPUNSEL: Improving self-efficacy and self-esteem with an educational computer game

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.

Original languageEnglish (US)
Title of host publicationProceedings of the 17th International Conference on Computers in Education, ICCE 2009
Pages682-689
Number of pages8
StatePublished - 2009
Event17th International Conference on Computers in Education, ICCE 2009 - Hong Kong, Hong Kong
Duration: Nov 30 2009Dec 4 2009

Publication series

NameProceedings of the 17th International Conference on Computers in Education, ICCE 2009

Other

Other17th International Conference on Computers in Education, ICCE 2009
Country/TerritoryHong Kong
CityHong Kong
Period11/30/0912/4/09

Keywords

  • Educational Games
  • Gender Issues
  • Programming
  • Self-Efficacy
  • Self-Esteem

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Education

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