An analysis of the audience and scope of project for a major school grant application.
Written in 2007; 1,297 words; 3 sources; APA; $ 43.95
Paper Summary:
This paper reviews the "audience" and "scope of the project" components of a major grant application which seeks to implement a wide-ranging computer game system into classrooms with the avowed goal of encouraging more young women to pursue careers in the sciences, mathematics and even in engineering. The students in question range from grades 7 to 12 and the project will be a multi-year affair (preferably 7 years with the hope of even additional time) that will involve collaboration with local industries interested in developing and in harvesting female talent. The paper ultimately makes a strong case that any project on the level of the proposed project is one that can benefit not simply young girls, but also their teachers and, of course, corporations.
From the Paper:
"In a related vein, another major reason that young girls in the middle and early high school years are targeted is because they are particularly impressionable during this period. For example, if they see their other female friends declining to engage with mathematics and/or science courses, there is an element of peer pressure which steadily builds until they, too, have walked away from a potentially bright future in a non-traditional occupation. Fontana and Beckerman (2004) have expertly illustrated how computer video games can be used to produce social competencies in children; surely one other skill that video games can nurture is the ability of young women to believe in themselves and in their dreams. "
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