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Measuring the Effectiveness of a Serious Game on Knowledge of Information Technology-Related Programs and Gender Stereotypes Among Peruvian Girls
| dc.contributor.author | Ponce Vargas, Kory Almendra | |
| dc.contributor.author | Rodríguez Rodríguez, Nadia Katherine | |
| dc.contributor.other | Rodríguez Rodríguez, Nadia Katherine | |
| dc.date.accessioned | 2026-03-02T20:53:02Z | |
| dc.date.available | 2026-03-02T20:53:02Z | |
| dc.date.issued | 2025 | |
| dc.identifier.issn | 2165-9567 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12724/24434 | |
| dc.description.abstract | In Peru, there is low female participation in STEM fields despite the growing demand for professionals in this area. Although the number of Peruvian women enrolled in higher education has risen, women account for only 27% of undergraduate students across all engineering programs. Notably, fewer than 1% of graduates in Information Technology (IT) programs are female. The lack of interest in IT-related programs suggests that girls do not perceive the IT field as a desirable option. To address this issue and contribute to the limited academic literature on this matter in a country like Peru, this research developed and evaluated a serious game to measure effectiveness on knowledge about IT-related programs and to identify their stereotypes among Peruvian girls. The game introduces selected IT professions, highlights Peruvian women in technology, and addresses common misconceptions about the field. A study involving 24 Peruvian girls (ages 14 - 15) revealed a significant gap regarding information about ITrelated programs, particularly among those without family members in the field. The participants also demonstrated low interest in pursuing IT-related programs and limited awareness of female professionals in the industry. However, the positive reception of the game highlights its potential as an impactful tool to inspire girls and encourage them to consider IT as a viable career path. | |
| dc.format | html | |
| dc.language.iso | eng | |
| dc.publisher | IEEE Computer Society | |
| dc.relation.ispartof | urn:issn: 2165-9567 | |
| dc.rights | info:eu-repo/semantics/restrictedAccess | |
| dc.subject | Pendiente | |
| dc.title | Measuring the Effectiveness of a Serious Game on Knowledge of Information Technology-Related Programs and Gender Stereotypes Among Peruvian Girls | |
| dc.type | info:eu-repo/semantics/conferenceObject | |
| dc.publisher.country | GB | |
| dc.type.other | Artículo de conferencia (Scopus) | |
| dc.identifier.isni | 0000000121541816 | |
| dc.contributor.student | Ponce Vargas, Kory Almendra (Ingeniería de Sistemas) | |
| dc.identifier.event | 2025 IEEE Global Engineering Education Conference (EDUCON) | |
| dc.subject.ocde | Pendiente | |
| dc.identifier.doi | https://doi.org/10.1109/EDUCON62633.2025.11016601 | |
| dc.identifier.scopusid | 2-s2.0-105008180679 |
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