15,325 research outputs found
Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions
This survey paper examines the issue of female under-representation in computing education and industry, which has been shown from empirical studies to be a problem for over two decades. While various measures and intervention strategies have been implemented to increase the interest of girls in computing education and industry, the level of success has been discouraging.
The primary contribution of this paper is to provide an analysis of the extensive research work in this area. It outlines the progressive decline in female representation in computing education. It also presents the key arguments that attempt to explain the decline and intervention strategies. We conclude that there is a need to further explore strategies that will encourage young female learners to interact more with computer educational games
Attitudes of Pre-service Teachers Toward Computational Thinking in Education
The purpose of the study was to examine the attitudes of pre-service teachers toward computational thinking, before and after an intervention, to convey the importance of integrating computational thinking into K-12 curricula. The two-week, course-embedded intervention introduced pre-service teachers, with varying academic specialties, to computational thinking practices and their utility. The intervention employed the Scratch programming language tool including Scratch flashcards, everyday and interdisciplinary examples of computational thinking, and unplugged activities. The findings indicated that the intervention was an effective new way to convey the value of computational thinking to all sampled pre-service teachers, no matter their academic specialties or GPAs. Further research is recommended to investigate potential increases in pre-service teachersâ own computational thinking skills following from the intervention
Female Students in Computer Science Education: Understanding Stereotypes, Negative Impacts, and Positive Motivation
Although female students engage in coding courses, only a small percentage of
them plan to pursue computer science (CS) as a major when choosing a career
path. Gender differences in interests, sense-of belonging, self-efficacy, and
engagement in CS are already present at an early age. This article presents an
overview of gender stereotypes in CS and summarizes negative impressions female
students between 12 and 15 experience during CS classes, as well as influences
that may be preventing girls from taking an interest in CS. The study herein
draws on a systematic review of 28 peer-reviewed articles published since 2006.
The findings of the review point to the existence of the stereotypical image of
a helpless, uninterested, and unhappy "Girl in Computer Science". It may be
even more troubling a construct than that of the geeky, nerdy male counterpart,
as it is rooted in the notion that women are technologically inept and
ill-suited for CS careers. Thus, girls think they must be naturally
hyper-intelligent in order to pursue studies in CS, as opposed to motivated,
interested, and focused to succeed in those fields. Second, based on the
review, suggestions for inclusive CS education were summarized. The authors
argue that in order to make CS more inclusive for girls, cultural implications,
as well as stereotypization in CS classrooms and CS education, need to be
recognized as harmful. These stereotypes and cultural ideas should be
eliminated by empowering female students through direct encouragement,
mentoring programs, or girls-only initiatives.Comment: 22 page
She is a computer scientist: a quantitative comparison between the effectiveness of game design studios and robotics at enhancing women\u27s learning of, self-efficacy in, attitudes toward, and domain identification with computer science
The underrepresentation of women in computer science is a serious issue with ramifications that affect not only women working in the field, but also the field at large and the national economy. While the problem is attributed to several interconnected causes, such as computer knowledge, experience, and familiarity; they do not tell the entire story, nor do they point to a global trend. Studies indicate that these factors did not stop the computer science field from achieving a balanced male-female ratio in non-western countries. Since no single factor can be attributed as the primary cause of this complicated problem, and in an effort to minimize the issue and move computer science in western countries closer toward an egalitarian model, the approach taken to enhance the representation of women in computer science needed to be multifaceted. The most common factors revealed in the literature as possible contributors to the problem were listed and categorized. Based on these factors, the study hypothesized a model (Amalâs Model) and tested its effectiveness at predicting studentsâ domain identifications with computer science. Following this, the study suggested and tested the impact of coupling constructionist gaming with studio pedagogy in a game design studio on studentsâ, especially womenâs, learning of, self-efficacy in, attitudes toward, and domain identifications with computer science. The results compared the implementation of the game design studio with robotics and traditional pedagogical practices.
The participant body (N=94) was composed primarily of computer science majors and non-majors who were enrolled during the Fall 2017 semester. The research design included block randomization in order to make sure that the male-female ratio was relatively balanced across all of the groups. A pre-posttest experimental design was utilized to compare studentsâ learning of, self-efficacy in, attitudes toward, and domain identifications with computer science in three groups: game design studio, robotics and coding, and a control group, with special attention to any gender-based differences that were revealed during the study. The data were analyzed using statistical tests and results showed that Amalâs Model was significantly effective at predicting studentsâ (both menâs and womenâs) domain identifications with computer science. The study showed that aspects of Amalâs Model, including studentsâ learning of, self-efficacy in, and attitudes toward computer science, were significant predictors of their computer domain identifications with the field. The results concluded that increasing womenâs domain identifications with the field, to match domain identification levels held by men, would, in turn, encourage women to pursue a degree in the field.
Results from the current study showed that the game design studio had a significant impact on studentsâ (both menâs and womenâs) learning of, self-efficacy in, attitudes toward and domain identifications with computer science when compared with the control group. When robotics was added to the comparison, the game design studio was effective at improving studentsâ learning and attitudes, and significantly effective at improving their self-efficacy and domain identifications from the pre-test to the pos-test. Unlike the findings produced by several other studies conducted in this area, when students in the study were asked about the suitability of the field for women, the majority of women and men involved agreed that the field is suitable for women.
In analyzing the results for apparent gender-related changes in studentsâ learning, self-efficacy, attitudes, and domain identifications from pre-test to the post-test, it was found that both teaching approaches were effective at improving menâs and womenâs learning from the pretest to the post-test. Regardless of the differences between groups in menâs learning of, self-efficacy in, attitudes toward, and domain identification with the field, the differences were statistically insignificant across the groups. While women in the robotics and coding group had significantly higher self-efficacy beliefs than the control group, women in the game design studio showed significant improvements, not only in their self-efficacy, but in their learning, attitudes and domain identifications when compared with the control group. Even though women in the game design studio had slightly lower domain identification levels than men in the same group, they demonstrated the highest statistical improvement in their domain identification with computer science when compared to not only the control group, but also the robotics and coding group. The study demonstrated that women in the control group consistently had the lowest scores in their learning of, self-efficacy in, attitudes toward, and domain identifications with computer science. The results, including current findings and recommendations for enhancing the representation of women in computer science, and suggestions for future studies, were discussed in great detail
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
How and why do student teachers use ICT?
This paper examines how and why student teachers made use of information and communication technology (ICT) during a 1-year initial teacher education programme from 2008 to 2009. This is a mixed methods study involving a survey (N = 340) of the entire cohort and a series of semi-structured interviews with a sample of student teachers within the cohort (N = 21). The study explored several themes, including the nature of student teachers' use of ICT; variation in the use of ICT; support for, and constraints on, using ICT; attitudes to ICT and to teaching and learning more generally. It was found that nearly all teachers were receptive to using ICT â more so than their in-service counterparts â and made frequent use of it during their placement (internship) experience. The Interactive Whiteboard (IWB) was central to nearly all student teachers' use of ICT, in good part, because it was already used by their mentors and was widely accessible. Student teachers' use of ICT was categorized in three levels. Routine users focused mostly on the use of the IWB for whole class teaching; extended users gave greater opportunities for pupils to use ICT for themselves; innovative student teachers used ICT in a greater range of contexts and made more effort to overcome barriers such as access. ICT use was seen as emerging from a mix of factors: chiefly student teachers' access to ICT; their feeling of âself-efficacyâ when using ICT; and their belief that ICT had a positive impact on learning â in particular, the impact on pupils' behavioural and affective engagement. Factors which influenced ICT use included mentoring, training and support. Limitations on student teachers' use of ICT are explored and it is suggested that new teachers need to be supported in developing a more discerning use as they begin their teaching careers
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Video games and learning : a scoping study of the diverse use of video games in Australian classrooms
This study investigates current uses of video games within secondary classrooms in Australia, and the ways this is impacted by teacher attitudes and experiences. First, a thorough systematic review of current literature surrounding video games in secondary classrooms was conducted. The review indicated that current research regarding video games and education is primarily concerned with short-term interventions, and often does not take into consideration the context of wider teaching activities. The review further found that research in the Australian context is limited, and primarily qualitative in nature. Second, a survey of Australian secondary teachers was conducted to explore teacher attitudes towards video game based learning, and to identify promoters and barriers to the adoption of video games. Results indicated teacher beliefs were positive regarding the ability of video games to increase student interest and engagement, and to teach real-world skills. External support for video games and the frequency of teacher video game use in their own practice significantly influenced teacher attitudes. The opportunities for building on the limited research within an Australian context means this study contributes to building a comprehensive body of research that accounts for teacher attitudes and uses of video games within Australian secondary classrooms
Gifted techspectations: A report on information and communications technology usage and expectations Of Irish gifted and talented students for The Irish Centre For Talented Youth
Gifted Techspectations is the first of a series of reports based on research by the DCU Leadership, Innovation and Knowledge Research Centre (LInK) based in DCU Business School. With its roots in an Irish business school, it is no surprise that LInKâs mission is to strengthen the competitiveness, productivity, innovation and entrepreneurial capacity of the Irish economy. Irelandâs next generation transformation will be enabled by information and communication technologies (ICT) and digital participation by members of Irish society. As a university research centre we have an important role to play in supporting education, industry and government to accelerate this transformation.
With support from DCU Business School, Enterprise Irelandâs Innovation Voucher Programme, DCUâs Learning Innovation Unit, Cambridge University Press and the Nominet Foundation amongst others, LInK has undertaken a wide variety of activities to accelerate digital participation. These include applied research projects, seminar programmes, workshops and occasional research papers. In the last twelve months, 22 seminars, 5 workshops, and two 3-week courses have been held and over 200 Irish businesses and schools have benefited from LInK-related digital participation activities. Influenced by the US ECAR and Pew Internet and American Life projects, these digital participation activities were brought together under the Techspectations initiative in June 2010. The objective of Techspectations is to create both a body of research and analysis on ICT usage and expectations by Irish society and an interface for Irish education, industry and government institutions
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