TY - GEN
T1 - Measuring the Effectiveness of a Serious Game on Knowledge of Information Technology-Related Programs and Gender Stereotypes Among Peruvian Girls
AU - Ponce, Kory
AU - Rodriguez-Rodriguez, Nadia
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
KW - IT-related programs
KW - K-12 STEM education initiative
KW - Peruvian women
KW - Serious games
KW - STEM
KW - Stereotypes
UR - https://www.scopus.com/pages/publications/105008180679
U2 - 10.1109/EDUCON62633.2025.11016601
DO - 10.1109/EDUCON62633.2025.11016601
M3 - Articulo (Contribución a conferencia)
AN - SCOPUS:105008180679
T3 - IEEE Global Engineering Education Conference, EDUCON
BT - EDUCON 2025 - IEEE Global Engineering Education Conference, Proceedings
PB - IEEE Computer Society
T2 - 16th IEEE Global Engineering Education Conference, EDUCON 2025
Y2 - 22 April 2025 through 25 April 2025
ER -