Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| After School Programs | 1 |
| Computer Literacy | 1 |
| Data Collection | 1 |
| Design | 1 |
| Early Adolescents | 1 |
| Elementary School Students | 1 |
| Females | 1 |
| Learner Engagement | 1 |
| Middle School Students | 1 |
| Preadolescents | 1 |
| Skill Development | 1 |
| More ▼ | |
Source
| E-Learning and Digital Media | 1 |
Author
| Tran, Kelly M. | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| Elementary Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents

Peer reviewed
Direct link
