Empowerment gennem spildesign – Undersøgelse af en gaming- og spildesignsintervention i SFO’en for at styrke pigers teknologiske self-efficacy

Författare

DOI:

https://doi.org/10.61998/forskul.v13i3.47722

Nyckelord:

self-efficacy, normkritik, STEM, kønsnormer, gaming

Abstract

Denne artikel undersøger, hvordan en designbaseret forskningsintervention kan styrke pigers self-efficacy i digitale og teknologiske kompetencer i en skole- og fritidskontekst (SFO ). Forskning viser, at piger ofte møder kønsnormer, der hæmmer deres interesse for STEM og teknologi. Interventionen anvender Roblox og Roblox Studio som spil- og designplatforme, hvor fem piger (9–10 år) deltog i en co-designtilgang med en kvindelig forsker som rollemodel. Dataindsamlingen omfattede kvalitative interviews og videoobservationer analyseret tematisk. Teoretisk bygger undersøgelsen på Banduras self-efficacy-begreb og normkritisk pædagogik. Resultaterne viser, at kreative, kollaborative og inkluderende designprincipper kan øge pigers motivation og mestringsoplevelser i teknologi. Artiklen konkluderer, at der er behov for yderligere forskning for at undersøge overførbarheden af læring til andre kontekster og for at videreudvikle interventionen, så den i højere grad fokuserer på designprocesser, der viser sig at have en positiv effekt på pigernes self-efficacy og opfattelse af deres digitale- og tekniske kompetencer.

Empowerment through game design – Investigating a gaming and game design intervention in after-school programs to empower girls' technological self-efficacy

This article explores how a design-based research intervention can strengthen girls' self-efficacy in digital and technological skills in a school and leisure context. Research shows that girls often encounter gender norms that inhibit their interest in STEM and technology. The intervention uses Roblox and Roblox Studio as game and design platforms. Five girls (9– 10 years old) participated in a co-design approach with a female researcher as a role model. Data collection included interviews and video observations analyzed thematically. Theoretically, the study is based on Bandura's self-efficacy concept and norm-critical pedagogy. The results show that creative, collaborative, and inclusive design principles can increase girls' motivation and mastery of technology. The article concludes that further research is needed to investigate learning transfer to other contexts. It is also needed to develop the intervention to focus more on design processes that positively affect girls' self-efficacy and perception of their digital and technical skills.

Författarbiografier

Liselotte Christiansen, Aalborg Universitet

Liselotte Christiansen er uddannet sygeplejerske og har en kandidatgrad i it, læring og organisatorisk omstilling (cand.it). Hun interesserer sig for, hvordan digitale teknologier kan skabe læring og udvikling i både formelle og uformelle læringsrum, og for, hvordan køn spiller en rolle i menneskers møde med teknologi. Hendes arbejde undersøger, hvordan teknologi kan fremme refleksion, deltagelse og faglig forandring i praksis.

Camilla Finsterbach Kaup, University College of Northern Denmark

Camilla Finsterbach Kaup er ph.d. og lektor ved pædagoguddannelsen på University College of Northern Denmark (UCN), Danmark. Hendes forskning fokuserer på digitalisering, teknologiforståelse og computational thinking i pædagogisk praksis og professionsuddannelser med særlig vægt på køn, inklusion og professionel dømmekraft. Hun arbejder designbaseret og i tæt samarbejde med praksis om at udvikle pædagogiske innovationer, der styrker børns og professionelles agency i mødet med teknologi.

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Publicerad

2025-11-17

Referera så här

Christiansen, L., & Kaup, C. F. (2025). Empowerment gennem spildesign – Undersøgelse af en gaming- og spildesignsintervention i SFO’en for at styrke pigers teknologiske self-efficacy. Forskning Om Undervisning Och lärande, 13(3), 29–50. https://doi.org/10.61998/forskul.v13i3.47722

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