Girls Tech - Girls, Science, and Technology


BACKGROUND
EVALUATING MATERIALS
THEORY
GIRLS TECH HOME
REFERENCES
Girls Tech Model References  |  Computer Games References

Girls Tech Model References
Bem, S.L. (1987). “Gender schema theory and its implications for child development: Raising gender-aschematic children in a gender-schematic society.” In M.R. Walsh (Ed.), The psychology of women: Ongoing debates (pp. 245–266). New Haven, CT: Yale.
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Burdick, T.A. (1996). “Success and diversity in information seeking: Gender and the information search styles model.” School Library Media Quarterly, 25 (1), 19–27.
Cassell, J., & Jenkins, H. (1998). “Chess for girls? Feminism and computer games.” In J. Cassell, & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 2–45). Cambridge, MA: MIT.
Comber, C., Colley, A., Hargreaves, D.J., & Dorn, L. (1997). “The effects of age, gender and computer experience upon computer attitudes.” Educational Research, 39, 123–133.
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Dorman, S.M. (1998). “Technology and the gender gap.” The Journal of School Health, 68 (4), 165–166.
Fidel, R, Davies, R.K., Douglass, M.H., Holder, J. K., Hopkins, C.J., Kushner, E.J., Miyagishima, B.K., & Toney, C.D. (1999). “A visit to the information mall: Web searching behavior of high school students.” Journal of the American Society for Information Science, 50, 24–37.
Gorriz, C.M., & Medina, C. (2000). “Engaging girls with computers through software games.” Communications of the ACM, 43, & 42–49.
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Miller, L., Chaika, M., & Groppe, L. (1996). “Girls’: preferences in software design: insights from a focus group.” Interpersonal Computing and Technology: An Electronic Journal for the 21st Century, 4 (2), 27–36.
Roychoudhury, A., Tippins, D.J., & Nichols, S.E. (1995). “Gender-inclusive science teaching: A feminist-constructivist approach.” Journal of Research in Science Teaching, 32, 897–924.
Scaife, J. (1998). “Science education for all? Towards more equitable science education.” In A. Clark, & E. Millard (Eds.), Gender in the secondary curriculum: balancing the books (pp. 60–79). London: Routledge.
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Seymour, E., & Hewitt, N.M. (1997). Talking about leaving: Why undergraduates leave the sciences. Boulder, CO: Westview.
Subrahmanyam, K., & Greenfield, P.M. (1998). “Computer games for girls: What makes them play?” In J. Cassell, & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 46–71). Cambridge, MA: MIT.
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Wolcott, M.S. (1998). Information seeking and the World Wide Web: A qualitative study of seventh grade students’: search behavior during an inquiry activity. Unpublished doctoral dissertation, University of San Francisco, San Francisco.


Computer Games References
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Agosto, D. E. (2001). Sound, color, and action: Bounded rationality and satisficing in young people's evaluation of World Wide Web resources. Unpublished doctoral dissertation, Rutgers, the State University of New Jersey, New Brunswick.
Agosto, D. E. (2002a). The Prevalence of Competition and Violence in Web-Based Computer Games for Youth: A Content Analysis. Unpublished manuscript.
Agosto, D. E. (2002b). Toward a model of young people's decision making in the Web. Library & Information Science Research, 4.
American Association of University Women. (1999). Gender gaps: Where schools still fail our children. New York: Marlowe.
Cassell, J., & Jenkins, H. (1998). Chess for girls? Feminism and computer games. In J. Cassell, & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 2-45). Cambridge, MA: MIT.
Clow, J. (2002, April 10). Statistics show fewer women in IT careers. Computer World Canada Online. Retrieved August 24, 2002, from: http://www.itworld.com/Career/1832/020410itcareers/pfindex.html
Comber, C., Colley, A., Hargreaves, & Dorn, L. (1997). The effects of age, gender and computer experience upon computer attitudes. Educational Research, 39, 123-133.
Crawford, K., Groundwater-Smith, S., & Millan, M. (1989). Gender and the evolution of computer literacy. Sydney, Australia: University of Sydney.
Culley, L. (1993). Gender equity and computer in secondary schools: Issues and strategies for teachers. In J. Beynon & H. Mackay (Eds.), Computers into classrooms: More question than answers. London: Falmer Press.
De Jean, J., Upitis, R., Koch, C., & Young, J. (1999). The story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game. Gender and Education, 11, 207-223.
Deitz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442.
Dobosenski, L. (2001). Girls and computer technology: Building skills and improving attitudes through a girls' computer club. Library Talk, 24(4), 12-14.
Dorman, S. M. (1998). Technology and the gender gap. The Journal of School Health, 68, 165-166.
Douglas, C. A., Dragiewicz, M., Manzano, A., & McMullin, V. (2002). United States: In video games, black women are victims, Latinas don't exist. Off Our Backs, 43(3/4), 6.
Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19-32.
Gailey, C. W. (1996). Mediated messages: Gender, class, and cosmos in home video games. In P. M. Greenfield, & R. R. Cocking (Eds.), Interacting with video (pp. 9-23). Norwood, NJ: Ablex.
Gorriz, C. M., & Medina, M. (2000). Engaging girls with computers through software games. Communications of the ACM, 43, 42-49.
Giaquinta, J. B., Bauer, J. A., & Levin, J. E. (1993). Beyond technology's promise: An examination of Children's Educational Computing at Home. New York: Cambridge University Press.
Heyman, K., & Berstein, J. H. (November 1, 1996). Online games: What girls really want. Netguide, 38.
Inkpen, K., Booth, K. S., Klawe, M., & Upitis, R. (1995). Playing together beats playing apart, especially for girls. CSCL '95 Proceedings, 1-6.
Inkpen, K., Klawe, M., Lawry, J., Sedighian, K., Leroux, S., & Hsu, D. (1994). "We have never-forgetful flowers in out garden": Girls' responses to electronic games. Journal of Computers in Mathematics and Science Teaching, 13, 383-403.
Jackson, L. A., Kelly, E. S., Gardner, P. D., & Schmitt, N. (2001). Gender and the Internet: Women communicating and men searching. Sex Roles, 44, 363-379.
Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In P. M. Greenfield, & R. R. Cocking (Eds.), Interacting with video (pp. 39-66). Norwood, NJ: Ablex.
Kafai, Y. B. (1998). Video game design by girls and boys: Variability and consistency of gender differences. In J. Cassell, & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 90-114). Cambridge, MA: MIT.
Kafai, Y. B., & Sutton, S. (1999). Elementary school students' computer and Internet use at home: Current trends and issues. Journal of Educational Computing Research, 21, 345-362.
Lawry, J., Inkpen, K., Upitis, R., Klawe, M., Hsu, D., Leroux, S., Anderson, A., Ndunda, M., & Sedighian, K. (1994). Exploring common conceptions about boys and electronic games. Journal of Computers in Mathematics and Science Teaching, 14, 439-460.
Leong, S. C., & Hawamdeh, S. (1999). Gender and learning attitudes in using Web-based science lessons. Information Research, 5. Retrieve August 5, 2002, from: http://InformationR.net/ir/paper66.html.
Miller, L., Chaika, M., & Groppe, L. (1996). Girls' preferences in software design: Insights from a focus group. Interpersonal Computing and Technology, 4, 27-36. Retrieved August 18, 2002, from: http://www.helsinki.fi/science/optek/1996/n2/miller.txt.
Mumtaz, S. (2001). Children's enjoyment and perception of computer use in the home and the school. Computers & Education, 36, 347-362.
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Subrahmanyam, K., & Greenfield, P. M. (1996). Effect of video game practice on spatial skills in girls and boys (pp. 95-114). In P. M. Greenfield, & R. R. Cocking (Eds.), Interacting with video (pp. 95-114). Norwood, NJ: Ablex.
Subrahmanyam, K., & Greenfield, P. M. (1998). Computer games for girls: What makes them play? In J. Cassell, & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 46-71). Cambridge, MA: MIT.
Wilder, G., Mackie, D., & Cooper, J. (1985). Gender and computers: Two surveys of computer-related attitudes. Sex Roles, 13, 215-228.
Wilson, B. C. (2002). A study of factors promoting success in computer science including gender differences. Computer Science Education, 12, 141-164.
Yelland, N., & Lloyd, M. (2001). Virtual kids of the 21st century: Understanding the children in school today. Information Technology in Childhood Education Annual, 175-192.

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