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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Behind the Screens: Understanding the Social Structures of the Video Game Industry

LaLonde, Michelle 01 May 2020 (has links)
This study focuses on video game developers and their working environments in a growth industry. While some research documents the culture of video games and the people who play them, much less is understood about the labor environment for those who make games. I conducted 20 personal interviews with game developers in order to learn more about what inspired them to select this field, how they gained entry to it, and what their work is like today. Using insights from the interviews, I analyze how workers contend with its male-dominated culture and how creative skilled laborers deal with the challenges of corporate control and precarious work in the new economy.
2

Reduce the gender gap in computer science education using creative programming / Minska könsskillnaderna inom datavetenskapsutbildning med hjälp av kreativ programmering

Hellberg, Louise January 2024 (has links)
Women are lacking in Science, Engineering, Technology, and Mathematics (STEM). One of the proven solutions to reduce this gap is to offer extra support to the students needing it. Further, creativity has been shown to give positive effects on females’ participation in STEM. In this thesis, a creative tool for programming education in junior high schools in Sweden was developed to give alternatives to how programming is taught and further evaluate the possible contributions it can give. The tool was tested among 14 students participating in a face-to-face workshop. To further evaluate the tool use, the study participants took part in interviews and a survey. The results show that further iterations of the tool would have been needed since the tested tool was not perceived as easy to use. Regarding perceived usefulness, the tool is on the right path since the results indicate it was fun to use but again, improvements need to be done. The contributions made are therefore an exploration of the creative alternative to programming learning in the Swedish school. Furthermore, to find out what improvements needed to be done to offer an, by users, accepted tool. Offering creative programming tools will hopefully attract a more diverse group of people to programming and decrease the gender gap within computer science. / Det finns en brist på kvinnor inom STEM. En beprövad lösning för att minska könsskillnaderna är att erbjuda extra hjälp till de som behöver. Kreativitet har också visats ha positiva effekter på kvinnors deltagande inom STEM. I denna uppsats så utvecklas ett kreativt verktyg för programmering i högstadiet i Sverige för att ge alternativ till hur programmering lärs ut och för att utvärdera vad det kan tillföra. Verktyget testades av 14 studenter som närvarade i en workshop. För att utvärdera verktyget så deltog studenterna i intervjuer och fyllde i ett formulär. Resultatet visar att ytterligare iterationer av produkten behövs eftersom verktyget inte upplevdes som enkelt att använda. Angående upplevd användbarhet så är verktyget på rätt väg eftersom resultaten indikerar att det var roligt att använda men ytterligare förbättringar är nödvändiga. Uppsatsen bidrar därför till ett utforskande av det kreativa alternativet till programmeringsinlärningen i den svenska skolan. Den bidrar även till att testa fram vilka förbättringar som är nödvändiga för att erbjuda ett, av användarna, accepterat verktyg. Förhoppningsvis kommer en grupp med större mångfald att attraheras till programmering genom att erbjuda ett kreativt programmeringsverktyg och därmed minska könsskillnaderna inom datavetenskap.

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