MIT-MUT: Encouraging girls to engage in ICT and entrepreneurship
Transcrição
MIT-MUT: Encouraging girls to engage in ICT and entrepreneurship
MIT-MUT: Encouraging girls to engage in ICT and entrepreneurship through social learning, game based learning and gamification Natalie Denk, Thomas Wernbacher, Alexander Pfeiffer Donau Universität Krems, Krems, Austria SELECTED FINDINGS In Austria and throughout Europe women are still underrepresented in the field of information and communication technologies (ICT), and this is particularly true for female entrepreneurs. In MIT-MUT we assume that the origins of this imbalance are based on gender stereotypes. Well documented parameters in this regard are social background, insufficient information about occup- ational areas, the lack of role models and more difficult conditions for women in male-dominated professions. School plays a very important part in career choices and has the potential to break stereotypes. This is where the project MIT-MUT comes into play. 3 4 OBJECTIVES: • Broaden career perspectives of girls at the age of twelve to fourteen • Encourage them to engage in ICT and entrepreneurship To achieve these goals MIT-MUT combines social learning, game based learning and gamification and follows a competence-oriented approach. Minigames - concept and work in progress MIT MUT INTRODUCTION: Wähle ein Spiel aus! of the qualitative interviews with girls at the age of thirteen to fourteen: Du hast bereits 2 Spiele freigeschaltet! W eiter so! The majority of the interviewed girls… …reflect gender stereotypic behavioural patterns regarding their intended career paths. …have a strong affinity towards digital media and a high digital competence. …frequently use social media networks (especially WhatsApp) for communication with friends and class mates. …play digital games regularly - first of all on their smartphones. Sei schnell und geschickt, sammle Punkte! Hast du einen Code erhalten? Freischaltcode eingeben THE MIT-MUT PLATFORM During a phase of six weeks the girls will play the “MIT-MUT game”. It will be a combination of role playing, multiplayer games and a collection of mini games – all presented in a serious context and embedded in a social network. Therefore they as well as their teachers and the game masters get a profile on the “Social Enterprise Network” (S.E.N.). The S.E.N. is a social media platform and provides the possibility for: • Communication - within the teams, with other pupils, teachers or game masters • Social learning (self-organized learning, teamwork etc.) - during the tasks and within the teams • Consulting role models via chat (Role models will also have a profile on the S.E.N.) • Practise and experience acting as a company within the protected environment of the S.E.N. The technical implementation will be realised with “Yammer” (Microsoft). TIMELINE: Literature research Qualitative analysis, interviews with pupils and teachers Didactic concept and development of the MIT-MUT platform, a “Social Enterprise Network” (S.E.N.) Game development and gamification implementation Testing and implementing the MIT-MUT game in ten partner schools in Austria 2016 | July Evaluation process FUNDING AND PARTNERS Further information: www.mit-mut.at GAME BASED LEARNING AND GAMIFICATION Ongoing interplay in terms of an iterative design process 2014 | August START UP! – BE CREATIVE! – CREATE! – PRESENT! – ACHIEVE! These prompts represent the challenges the girls have to face during the six weeks. To fulfil these “multiplayer” tasks they will act in teams as small companies. This way the girls will become acquainted with both different areas of responsibilities within a company and processes like developing and presenting ideas. In every phase there will be the option to play skills-based mini games (single player). On the one hand to play these mini games the girls will practise certain skills like strategic and logical thinking or problem solving. The mini games also address self-efficacy beliefs. On the other hand each mini game stands for important topics like dealing with work-life balance or IT security. With each fulfilled task the girls earn certain achievements and badges within the social network. The gamification features mainly address the proved competencies and show the girls the competencies they already have to strengthen their self-confidence.
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