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Abstract


The digital gaming industry has been undergoing expansion, and its further development necessitates the education and inclusion of a diverse and competent workforce, including engineers. The labor market shows a significant gender imbalance in favor of men in this field. The aim of the research is to identify the existence of stereotypical gender differences and behaviors in learning digital games programming, in order to reduce, eliminate, or reshape their effect during the educational process. The article identifies and presents a dual model of the stereotype threat and self-stereotyping, which significantly negatively affects the motivation of female students to pursue education and careers in the field of digital games programming. The research involved 44 information technology students at the Faculty of Technical Sciences in Čačak. The results confirmed the existence of gender stereotypes and highlighted the need to adapt teaching practices and activities to effectively eliminate these negative effects.

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Published
2025/09/10
Section
Članci