{'fraction_non_alphanumeric': 0.014537902388369679, 'fraction_numerical': 0.0020768431983385254, 'mean_word_length': 5.469798657718121, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Meri Kahani: A Gamified Solution to Teach Computational Thinking to Female Teenagers in Low Resource Communities

This paper describes the design of a mobile based gaming application - Meri Kahani - created to teach computational thinking skills to school going teenagers in underdeveloped areas of Pakistan. We explore the use of gamification to teach computational thinking through level-based learning in a Pakistani context. This paper's final design demonstrates how gamified learning, rewarding techniques, and feminine themes can be used to attract female teenagers towards computational thinking. This paper also discusses the evaluation and usability testing results conducted on 16 school-going female teenagers. We hope that through this study, we have taken the first step towards nurturing an interest in young females for computational thinking and overcoming the gender gap that adversely affects female involvement in Computer Science in Pakistan.