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ISSN: 2333-9721
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The Sims as a Catalyst for Girls’ IT learning

Keywords: Gender , computer games , The Sims

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Abstract:

This paper describes how the computer game The Sims and the virtual world Teen Second Life were used as starting points for developing girls’ interests in and capabilities with information technology. One girl’s learning trajectory is used to illustrate how gaming served as a catalyst for fostering her passion for computing, engaged her in sustained, proactive learning, and changed her view of computing as a potential career choice. The role of public recognition, fan communities, and changing family ecologies for IT learning are discussed. The paper ends with identification of strategies and issues related to the further use of games for girls’ IT learning.

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