Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game

Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game

Ioanna Vekiri, Maria Meletiou-Mavrotheris, Asimina Brouzou, Ioannis Brouzos, Andri Christoforou, Elena Stylianou
Copyright: © 2022 |Pages: 20
DOI: 10.4018/978-1-6684-3861-9.ch003
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Abstract

The aim of this chapter is to discuss the use of serious games in STEAM education and to present FemSTEAM Mysteries, a serious game that was developed in the context of an EU-funded project. The game is intended for teenagers (age 12-15) and its goal is to promote gender equality in STEAM by inspiring all students to pursue STEAM careers, and to enhance the acquisition of key skills and competences for STEAM studies. It is based on role-model STEAM pedagogy and introduces students to important STEAM researchers and professionals in ways that challenge gender stereotypes as well as stereotypes about the characteristics of scientists and artists. The chapter presents the design and theoretical framework of the game which is based on both bibliographical and field research that was carried out in the context of the FemSTEAM Mysteries project.
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Serious Games In Steam Education

Learning games are digital games that aim at supporting specific learning goals (Klopfer, Osterweil, & Salen, 2009). They differ from entertainment games because, although the latter can be utilized in the classroom and can support knowledge learning, let alone the development of a wide range of skills (Boyle et al., 2016; Prensky, 2005), their primary purpose is entertainment. “Serious games” is another term that is used to characterize lerning games, although there are diverse views about its exact meaning (Blumberg, Almonte, Antony, & Hashimoto, 2013). The term may refer to games which are designed to be used for educational and training purposes but differ from “drill and practice” edutainment games whose purpose is also educational, because serious games engage students more actively and support higher levels of learning than knowledge acquisition through repetition (Ke, 2016). According to a broader definition of serious games however, the category includes even commercial off-the-shelf games such as World of Warcraft or SimCity (Blumberg et al., 2013) that may also teach players knowledge and skills and can be integrated in classroom learning (Van Eck, 2009). “Game-based learning” is a term that refers to the use of a fully-fledged serious game in the learning process, not to be confused with the term “gamified learning”, which involves augmenting the learning process by adding game elements (Sailer & Hommer, 2020).

Key Terms in this Chapter

Escape Room: A game type which involves solving a challenge that is embedded in a narrative and includes many puzzles.

Role Model Pedagogy: A pedagogical approach that involves using role models to demonstrate the execution of a task or to inspire and motivate students by showing that a goal is desirable and attainable.

Gender Stereotypes: Expectations about gender-appropriate roles and behaviors that are attributed to biological differences.

Serious Games: Complex digital games whose entertainment quality is used for educational, training, and/or communication purposes.

Learning Games: Games that are developed to support specific learning goals.

Role Models: Individuals who serve as good examples of the attributes and traits (or of the values, attitudes, and behaviors) associated with a role.

Game-Based Learning: A pedagogical approach to integrating games in the teaching and learning process, which involves playing a fully developed game.

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