The Effects of Game-Based Learning on STEM Career Awareness for Elementary Aged Girls

In this Institute of Education Sciences (IES) funded project, the research team developed a prototype for a game-based multi-stage STEM career exploration platform called Dear Smart Girl: Adventures in Ingenia aimed at promoting STEM Career Literacy in elementary-aged girls. The platform combines an online game-based curriculum with offline kits, featuring a module on electrical engineering. Learners solve real-world problems in a virtual world designed to engage girls and then apply their knowledge by completing a physical project. A pilot study with 112 girls aged 8 to 12 assessed engagement and knowledge transfer from the game simulation (implicit learning) to the hands-on project (explicit learning). Results showed increased knowledge of circuits, career awareness, and self-efficacy. The findings suggest that game play may enhance knowledge transfer to real-life circuit-building and career awareness.

Authors

Institutions

Publication Details

Published
2025-02-18
DOI
https://doi.org/10.1145/3641555.3705265
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Effects of Game-Based Learning on STEM Career Awareness for Elementary Aged Girls

Nisaa Kirtman, Adam Moylan, Abi Olukeye
Education and Learning Interventions
article

The Effects of Game-Based Learning on STEM Career Awareness for Elementary Aged Girls

Nisaa Kirtman, Adam Moylan, Abi Olukeye
article en

Abstract

In this Institute of Education Sciences (IES) funded project, the research team developed a prototype for a game-based multi-stage STEM career exploration platform called Dear Smart Girl: Adventures in Ingenia aimed at promoting STEM Career Literacy in elementary-aged girls. The platform combines an online game-based curriculum with offline kits, featuring a module on electrical engineering. Learners solve real-world problems in a virtual world designed to engage girls and then apply their knowledge by completing a physical project. A pilot study with 112 girls aged 8 to 12 assessed engagement and knowledge transfer from the game simulation (implicit learning) to the hands-on project (explicit learning). Results showed increased knowledge of circuits, career awareness, and self-efficacy. The findings suggest that game play may enhance knowledge transfer to real-life circuit-building and career awareness.

University of North Carolina at Charlotte (US)
Gender equality, Quality Education
Openalex Percentile: Top 97%
Education and Learning Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The Effects of Game-Based Learning on STEM Career Awareness for Elementary Aged Girls — Nisaa Kirtman, Adam Moylan, et al. · (2025) | TGRS Research Map | TGRS