About this content
Introduction: The low female representation in Computing highlights the gender gap in technology. Educational games emerge as alternatives to engage girls in programming logic education, combining playfulness and inclusion. Objective: Present a usability test of Mermãs Digitais: The Game, an educational game aimed at teaching programming logic to high school girls, focusing on validation of educational mechanics and gender inclusion. Stages: Conducting usability test with Computing teachers, composed of three stages: free exploration of the game, execution of guided tasks, and application of a semi-structured questionnaire. The analysis integrated observational data and qualitative feedback. Expected Results: The game is expected to be validated as an effective and accessible tool, with suggestions focused on difficulty curve and visual customization.
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Authorship
- Publication
- Anais Estendidos do XXIV SBGames
- Year
- 2025