Girls, Games, and Getting Interested in Technology
PROCEEDINGS
Karin Forssell, Stanford University, United States
Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
When studying interest in technology it is important to measure not only interest in approaching a new experience, but also in choosing to continue with it. In a summer-school design experiment, we taught middle-school students to program games. We explored factors that contributed to interest in continuing with the programming activity. While much prior research has focused on gender, we found that the breadth of experiences children had with technology, not gender, predicted whether or not students were interested in continuing. Furthermore, continuing interest correlated with students' satisfaction with the final project, suggesting a relationship between project satisfaction and interest development. These findings suggest that students with less experience respond positively to the opportunity to work on building technological fluency in a formal educational environment, such as school.
Citation
Forssell, K. (2008). Girls, Games, and Getting Interested in Technology. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 991-996). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/primary/p/27307/.
References
View References & Citations Map- American Association of University Women. (2000). Tech-savvy: Educating girls in the new computer age. Washington, D.C.: American Association of University Women Educational Foundation.
- Barron, B. (2004). Learning ecologies for technological fluency: Gender and experience differences. Journal of Educational Computing Research, 31, 1-36.
- Camp, T. (1997). The incredible shrinking pipeline. Communications of the ACM, 40(10), 103-110.
- Chen, M. (1985). Gender and computers: The beneficial effects of experience on attitudes. Journal of Educational Computing Research, 3, 265-82.
- Hidi, S., & Renninger, K.A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111-.127.
- Jenkins, H., Clinton K., Purushotma, R., Robinson, A.J., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago, IL: MacArthur Foundation.
- Maehr, M.L. (1976). Continuing motivation: An analysis of a seldom considered educational outcome. Review of Educational Research, 46(3), 443-462.
- Margolis, J., & Fisher, A. (2002). Unlocking the clubhouse: Women in computing. Cambridge, Mass.: MIT Press.
- Mercier, E.M., Barron, B., & O'Connor, K.M. (2006). Images of self and others as computer users: The role of gender and experience. Journal of Computer Assisted Learning, 22(5), 335-348.
- National Research Council. (1999). Being fluent with information technology. Washington, D.C.: National Academies Press.
- Roberts, D.F., Foehr, U.G., & Rideout, V. (2005). Generation M: Media in the lives of 8-18 year-olds. Menlo Park, CA: Kasier Family Foundation. Retrieved from http://www.kff.org.
- Tai, R.H., Qi Liu, C., Maltese, A.V., & Fan, X. (2006). CAREER CHOICE: Enhanced: Planning early for careers in science. Science, 312(5777), 1143-1144.
- Wells, J., & Lewis, L. (2006). Internet access in U.S. Public schools and classrooms: 1994-2005. Highlights. NCES 2007-020. Jessup, MD: ED Pubs. Retrieved from ERIC database.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References