11 research outputs found

    Experiencing Poverty in an Online Simulation: Effects on Players’ Beliefs, Attitudes and Behaviors about Poverty

    Get PDF
    Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. Spent players also expressed greater subjective well-being than the control group, but this was not associated with increased policy support or donations. Spent players who experienced greater presence (perceived realism of the simulation) had higher levels of empathy, which contributed to attributing poverty to structural causes and support for anti-poverty policies. We draw conclusions for theory about the psychological experience of playing online poverty simulations, and for how they could be designed to stimulate charity and support for anti-poverty policies

    Bridging the gender gap in computing: An integrative approach to content design for girls

    Get PDF
    Although some observed differences in males\u27 and females\u27 attitudes toward and uses of computers appear to be narrowing, the gender gap remains widest in relation to programming and software design, which are still male preserves. In response, software and Web site designers have applied feminist theories to develop three distinct approaches to creating content for girls that might increase their interest in computers. These approaches involve appealing to girls\u27 traditional “feminine” interests, nontraditional “masculine” interests, and gender-neutral interests. This study proposes that to bridge today\u27s gender gap, prior approaches need to integrate appeals to girls\u27 traditional and nontraditional interests, and focus content more clearly on learning about computer design itself. An experimental test of this integrative strategy, used to develop a prototype World Wide Web site tested on girls in their homes (n = 125), obtained significant increases in the treatment group\u27s interest in, sense of relevancy of, and motivation to use computers, compared to a control group

    Civic engagement, pedagogy, and information technology on Web sites for youth

    Get PDF
    Scholars of political socialization are paying increasing attention to how the Internet might help cure the civic disengagement of youth. This content analysis of a sample of 73 U.S.-based civic Web sites for youth introduces a framework for evaluating Web sites’ strategies for fostering active communication for citizenship. We offer the first systematic assessment of the extent to which a broad range of Web sites aim to develop young people’s abilities to use information and communication technology (ICT) as a vehicle for civic participation and to engage with ICT as a policy domain that encompasses issues (such as freedom of speech and intellectual property rights) that shape the conditions for popular sovereignty online. The study finds low levels of interactive features (such as message boards) that allow young people to share editorial control by offering their own content. In addition, few sites employ active pedagogical techniques (such as simulations) that research suggests are most effective at developing civic knowledge, skills, and participation. We also find little attention to ICT policy issues, which could engage budding citizens in debates over the formative conditions for political communication in the information age. We conclude with suggestions for civic Web site designers and hypotheses for user studies to test

    Games for civic learning: A conceptual framework and agenda for research and design

    Get PDF
    Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games’ potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, that help players make connections between their individual actions and larger social structures, and that link ethical and expedient reasoning. This framework suggests an agenda for game design and research that could illuminate whether and how games can be most fruitfully incorporated into training and education for democratic citizenship and civic leadership

    Portrayals of information and communication technology on World Wide Web sites for girls

    Get PDF
    This study reports a content analysis of 35 World Wide Web sites that included in their mission the goal of engaging girls with information and communication technology (ICT). It finds that sites emphasize cultural and economic uses of ICT, doing little to foster civic applications that could empower girls as citizens of the information age. The study also finds that sites foster a narrow range of ICT proficiencies, focusing mostly on areas such as communication, in which girls have already achieved parity with boys. An examination of the role models portrayed in ICT occupations indicates that the sites show females mainly in elite technology jobs, reversing stereotypical mass media depictions of females in low-status roles in relation to ICT. Employing an original index of ICT knowledge and skills, the study finds that the sites that scored highest both on fostering comprehensive knowledge and skills as well as featuring civic content were general interest Web communities. Ownership (for-profit or not-for-profit) of sites was less important than editorial control: Sites that offered girls a place to contribute their own content were more likely to offer civic material and a broader range of ICT knowledge and skills. We conclude with recommendations for Web site designers to rethink their design strategies and their rationales for closing the gender gap in computing

    Assessing the Role of Gender in College Students\u27 Evaluation of Faculty

    No full text
    This study investigates whether students’ assessments of male and female professors are influenced by traditional gender schema. Nearly 500 university students were surveyed about their perceptions of male and female faculty. Analysis of five factors reflecting teaching characteristics consistent with both stereotypically masculine and feminine traits revealed a significant interaction between student gender and professor gender. Female students rated female faculty especially high across five teaching dimensions and male faculty comparatively lower, while male students did not evaluate male and female professors as significantly different. Qualitative analysis reveals, however, that assessments of faculty were further influenced by the strength of students’ gender schema, and that gender schema may also lead to differential preference for particular teaching styles

    Experiencing poverty in an online simulation: Effects on players’ beliefs, attitudes and behaviors about poverty

    No full text
    Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. Spent players also expressed greater subjective well-being than the control group, but this was not associated with increased policy support or donations. Spent players who experienced greater presence (perceived realism of the simulation) had higher levels of empathy, which contributed to attributing poverty to structural causes and support for anti-poverty policies. We draw conclusions for theory about the psychological experience of playing online poverty simulations, and for how they could be designed to stimulate charity and support for anti-poverty policies
    corecore