Proceedings of the Third Conference on GenderIT最新文献

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Encouraging Women to Become CS Teachers 鼓励女性成为计算机科学教师
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807715
Olgun Sadik
{"title":"Encouraging Women to Become CS Teachers","authors":"Olgun Sadik","doi":"10.1145/2807565.2807715","DOIUrl":"https://doi.org/10.1145/2807565.2807715","url":null,"abstract":"Previous research suggested a relationship between teachers' and students' attitudes towards a subject area. In order to increase female representation in Computer Science (CS), we need female teachers who have positive attitudes and can provide role models to encourage their female students to pursue CS careers. This study investigated factors that motivated female prospective teachers to pursue an add-on computer teacher certification program, their experiences in the program, and their perceptions regarding CS. Classroom observations and interviews conducted with female pre-service teachers suggested promising strategies for increasing female representation in CS and educational technology careers.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133044420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Girls Learning Computer Science Principles with After School Games 女孩们通过课后游戏学习计算机科学原理
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807716
Carolee Stewart-Gardiner, Gail Carmichael, E. Gee, Lorri Hopping
{"title":"Girls Learning Computer Science Principles with After School Games","authors":"Carolee Stewart-Gardiner, Gail Carmichael, E. Gee, Lorri Hopping","doi":"10.1145/2807565.2807716","DOIUrl":"https://doi.org/10.1145/2807565.2807716","url":null,"abstract":"Encouraging middle school girls to become interested in Computer Science has been a concern in the Computer Science Education community for many years. Although many girls do play digital games[4], this has not led to further interest in computer science. We believe this is caused by many factors. We are researching the effect of teaching (non-programming) computer science principles embedded in after school games, to encourage girls to study computer science in their future. We maintain that the experience of learning these principles will increase their confidence that they can enjoy learning more about computer science. This on-going NSF sponsored AISL research project is described for discussion.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122824577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Gender Analysis of a Large Scale Survey of Middle Grades Students' Conceptions of Computer Science Education 中学生计算机教育观念大规模调查的性别分析
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807706
David C. Webb, Susan B. Miller
{"title":"Gender Analysis of a Large Scale Survey of Middle Grades Students' Conceptions of Computer Science Education","authors":"David C. Webb, Susan B. Miller","doi":"10.1145/2807565.2807706","DOIUrl":"https://doi.org/10.1145/2807565.2807706","url":null,"abstract":"This paper summarizes findings from a Student Motivation Survey (SMS) developed to monitor students' dispositions toward CS education. This survey was administered as part of the iDREAMS project, which involved creating in-school computer programming opportunities for middle school students. The analysis reported here is based on survey responses collected over 3.5 years from 2,473 girls and 3,247 boys. Results include students' use of technology, computer courses completed, and dispositions towards CS education. Our findings reveal several significant differences between boys and girls regarding their use of technology and dispositions toward CS education.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"17 16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125615113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles 美国印第安女孩的文化响应制作:用电子纺织品弥合工艺和计算的身份差距
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807707
Kristin A. Searle, Y. Kafai
{"title":"Culturally Responsive Making with American Indian Girls: Bridging the Identity Gap in Crafting and Computing with Electronic Textiles","authors":"Kristin A. Searle, Y. Kafai","doi":"10.1145/2807565.2807707","DOIUrl":"https://doi.org/10.1145/2807565.2807707","url":null,"abstract":"The Maker Movement has been successful in refocusing attention on the value of hand work, but heritage craft practices remain noticeably absent. We argue that combining heritage craft practices, like those found in many American Indian communities throughout the United States, with maker practices presents an opportunity to examine a rich, if contentious space, where different cultural systems come together. Further, we argue that the combination of heritage crafts, maker practices, and computing provides an opportunity to address the \"identity gap\" experienced by many girls and individuals from non-dominant communities, who struggle with taking on the identity of a \"scientist.\" In this paper, we focus on the experiences of twenty-six American Indian girls (12--14 years-old) who participated in a three week, culturally responsive e-textiles unit as part of their Native Studies class at a tribally-controlled charter school located just outside of Phoenix, Arizona. In order to understand if the combination of a tangible design element with computing and cultural knowledge would be a promising activity for attracting American Indian girls to computing, our analysis focused on students' initial engagement with e-textiles materials and activities, their agency in designing and making e-textiles artifacts, and the ways in which e-textile artifacts fostered connections across home and school spaces.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116769945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 29
Game Design: Whose game works at the end of the day? 游戏设计:谁的游戏最终会成功?
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807714
Susan B. Miller, David C. Webb
{"title":"Game Design: Whose game works at the end of the day?","authors":"Susan B. Miller, David C. Webb","doi":"10.1145/2807565.2807714","DOIUrl":"https://doi.org/10.1145/2807565.2807714","url":null,"abstract":"A study of 48 completed Frogger games created by middle school students using the Scalable Game Design curriculum were studied to determine how completion rates varied based on race and gender. Results to a student survey administered to the same sample was also analyzed to compare those who completed fully functioning games to those whose games were not fully functioning. Overall, 67% of the girls, and 50% of minority students submitted fully functioning games; however, African American and Hispanic/Latino boys had lower completion rates. Survey results provide some insight to factors that may influence who submits a fully functioning game. Students' whose games were not fully functioning were less likely to see themselves as computer problem solvers, and were less likely to they see themselves pursuing computer classes in the future.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116202518","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Who Are You? We Really Wanna Know... Especially If You Think You're Like a Computer Scientist 你是谁?我们真的很想知道……尤其是如果你认为你是一个计算机科学家
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807711
Robert Semmens, C. Piech, Michèlle Friend
{"title":"Who Are You? We Really Wanna Know... Especially If You Think You're Like a Computer Scientist","authors":"Robert Semmens, C. Piech, Michèlle Friend","doi":"10.1145/2807565.2807711","DOIUrl":"https://doi.org/10.1145/2807565.2807711","url":null,"abstract":"We developed a short, easily implemented survey that measures the similarity in phrases describing the self and a computer scientist. Additionally, we took initial steps in determining adjectives or phrases that describe a stereotypical computer scientist. We then administered this survey before and after an eight-week summer computer science program for high school girls. We found that phrases or adjectives used to describe the self converged with those to describe the computer scientist. In addition, descriptions of both were more positive at the end of the program compared to the beginning. Finally, the stereotypical of a computer scientist decreased from the beginning to the end of the program. Future work includes refinement of the stereotype measure and assessing different types of computer science programs.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124644851","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Bridging (Gender-Related) Barriers: A comparative study of intercultural computer clubs 跨文化计算机俱乐部的跨文化比较研究
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807708
Konstantin Aal, T. Rekowski, George P. Yerousis, V. Wulf, Anne Weibert
{"title":"Bridging (Gender-Related) Barriers: A comparative study of intercultural computer clubs","authors":"Konstantin Aal, T. Rekowski, George P. Yerousis, V. Wulf, Anne Weibert","doi":"10.1145/2807565.2807708","DOIUrl":"https://doi.org/10.1145/2807565.2807708","url":null,"abstract":"The study explores the positive impact for girls and young women from engaging in computer clubs, with regard to their vocational preparation as well as to their social empowerment. Our comparative study focuses on gender related barriers in a Palestinian refugee camp as well as an intercultural neighborhood in Germany and discusses how the computer club can contribute to overcoming these. Findings indicate a positive impact of open and collaborative working and learning structures; in Palestine and Germany alike.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127438931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Gendered Barriers to Participation in Gaming Culture 游戏文化参与中的性别障碍
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807713
Crystle Martin, Matthew Rafalow
{"title":"Gendered Barriers to Participation in Gaming Culture","authors":"Crystle Martin, Matthew Rafalow","doi":"10.1145/2807565.2807713","DOIUrl":"https://doi.org/10.1145/2807565.2807713","url":null,"abstract":"Existing scholarship on gender in gaming does not well consider social structural factors, instead either psychologizing gender issues or rendering it an insignificant variable altogether [1]. Thus, we aim to build on this literature by focusing our analytical frame on conditions of gaming environments that may spur unequal participation by gender. In this paper, we describe the variety of intersections that can occur between interest, gaming communities, and gender, as well as how these intersections impact womens' ability to interact and access the learning potential of these environments.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132620952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Video Games and the Customization of Learning: Interactive Narratives as a Promising Design Framework for Crafting Inclusive Educational Environments 电子游戏和学习的定制:交互式叙述作为一个有前途的设计框架,用于制作包容性的教育环境
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807710
Yvonne Fulmore
{"title":"Video Games and the Customization of Learning: Interactive Narratives as a Promising Design Framework for Crafting Inclusive Educational Environments","authors":"Yvonne Fulmore","doi":"10.1145/2807565.2807710","DOIUrl":"https://doi.org/10.1145/2807565.2807710","url":null,"abstract":"Interactive narratives can be used to create more inclusive game-based learning environments. Combining socio-cultural perspectives with an interactive narrative format provides a means for considering learners' identities alongside course learning objectives. This paper discusses game-based learning theories, the potential value of interactive narratives in education, and current contentions about what makes a successful serious game. Because interactive narratives can be employed through instructionist or constructionist approaches, they can achieve inclusive teaching through combining the immersive use of storytelling, customization, and the ability to enable learners to practice newly-acquired skills and knowledge. The interactive narrative format intersects with socio-cultural perspectives and can benefit game-based learning in three ways: through utilizing the zone of proximal development to present customized information to all learners, allowing learners to safely practice the two components of the law of cultural development, and encouraging them to develop their media literacy skills.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115789926","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Lessons Learned With Girls, Games, and Design 关于女孩、游戏和设计的经验教训
Proceedings of the Third Conference on GenderIT Pub Date : 2015-04-24 DOI: 10.1145/2807565.2807709
A. Ochsner
{"title":"Lessons Learned With Girls, Games, and Design","authors":"A. Ochsner","doi":"10.1145/2807565.2807709","DOIUrl":"https://doi.org/10.1145/2807565.2807709","url":null,"abstract":"Girls have long been dismissed and trivialized by the game industry. The Girls' Game Movement of the 1990s aimed to create games specifically for girls, but ultimately struggled to reach consensus on whether to make games catering to the feminine content that girls expressed interest in, or whether to challenge gender stereotypes and guide the ways that girls engage with games. Other research-based programs and interventions to engage girls in game design have faced similar difficulties, attempting to find balance between respecting girls' values and empowering them as designers. This paper offers a review of these programs, highlighting similarities in findings about what girls value in games and design, and synthesizing shared challenges and struggles. Analyzing past programs can be invaluable to contemporary educators, scholars, and designers looking to engage girls with game design and technology.","PeriodicalId":360773,"journal":{"name":"Proceedings of the Third Conference on GenderIT","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121303209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
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