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Creators/Authors contains: "Miles, Tianna"

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  1. The rapid growth of artificial intelligence (AI) and machine learning (ML) has led to significant innovations but also raised ethical concerns. Researchers and students designed an ethical online game in this study to spread awareness about making informed decisions when using AI and ML. Conducted within a directed research group (DRG) curricular method, the study engages students as co‐researchers to develop a game, from developing ideas to playtesting the game in a class setting. The study employs a quantitative methodology to analyze a survey that 32 students, each with diverse backgrounds and knowledge in game development, conducted after each class session over three semesters. Findings indicate that self‐reported engagement changes depending on the activities done in each session, with students feeling capable of contributing to research and game design. 
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  2. Historically, the African American female population has been underrepresented within the STEM workforce, creating non-inclusive environments. The metaphor of getting a seat at the table reflects the idea of inclusivity where Black women’s opinions are valued, and they can make decisions and create change within the workplace. Intersectionality poses several unique challenges for Black women pursuing careers in the video games industry. We motivate further research on this group through existing literature and insights from running a research group on the group design of human-centered data science games in a collaborative university setting. We take an autoethnographic perspective on the topic, with the first and second authors grounding their findings in their own experiences as Black women in STEM and higher education and with video game development studios. We outline tangible actions toward the recruitment, development, and retention of Black women in the video games industry in the future. 
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