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http://shmoop.pro/ games industry is all about and what games are. At the Games for Change Festival, 50% of our speakers are females. Part of it is our intention, but the other part has to do with more females pushing the boundaries of the medium. We partnered with Nicholas Kristof and Sheryl WuDunn on ‘Half the Sky Movement’ to create four games specifically designed around the empowerment of women and girls. Perhaps the best evidence that change is coming: our Facebook game has reached over 1.3 million players, and 80% of them are female. There is a clear demand for high-quality experience for women and girls; we just need to make sure we change the supply side.What do you think of the Google initiative to encourage girls to code? Will it help?

Lucien, can you tell us about games specifically related to developing math and science skills?

Geomoto focuses on earth science and geoscience through two games: Continental Drift and Plate Tectonics. This is an interactive set of games that uses LEAP Motion technology to teach players about these scientific concepts.

Continental Drift is a puzzle game that encourages players to recognize patterns and use information to make hypotheses, test theories and use reverse engineering techniques to understand geological models. The students’ mission is to return present-day Earth to its Pangea state.

We’ve found that the LEAP Motion technology, which tracks hand movement, resonates with female students, and they are more easily able to grasp difficult scientific concepts by engaging in natural, physical movements. Plate Tectonics allows students to virtually create geographic features by pulling, smashing and grinding tectonic plates together. This game also uses the LEAP Motion Controller, allowing players to produce the motion of the plates using hand gestures. Initial challenges focus on exposure to the vocabulary surrounding plate tectonics, with later levels requiring specific observations about the structures created from the plate collisions.

Mathmaker is a remedial math program that has a long history of helping at-risk students attending large urban schools struggling to reach proficient levels in mathematics. Students engage in a carefully structured series of game-making activities that require them to grapple with and apply mathematic standards in game design, game logic and game programming activities. The curriculum is designed to improve students’ mathematic proficiency, increase students’ motivation in math and positively impact students’ STEM identities.

Mathmaker was used in a pilot program in a California high school, and the data demonstrated strong quantitative and qualitative results, with an increase of an average of 20 percent on mathematics proficiency tests. Additionally, 80 percent of students posted math content improvements from pre to post-tests. The Mathmaker program allows students to create their own games by applying mathematic principles, and this allows students to create and produce games they want to play.

When given the tools to create games, we found female students to be incredibly creative, and we actually hosted a games course at a Southern California high school specifically for female students. We not only learned that a lot of girls were interested in games and game development, but also that the games they created had to do with social, cultural and emotional interactions, which is a growing market in the video game industry focusing on female players.

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