Girl game designers

被引:9
作者
Cunningham, Carolyn [1 ]
机构
[1] Gonzaga Univ, Masters Commun & Leadership Studies Program, Spokane, WA 99258 USA
关键词
computer programming; digital divide; feminism; gender; girls; race/ethnicity; technological literacy; video games; VIDEO GAMES; GENDER;
D O I
10.1177/1461444811410397
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Educational programs designed to bridge the digital divide for girls often aim to increase girls' technological literacy. However, little research has examined what aspects of technological literacy are highlighted in these programs. In this article, I provide a case study of a video game design workshop hosted by a girls' advocacy organization. Through observations, interviews, and analysis of program materials, I look at how the organization conceptualizes technological literacy as contributing to gender equality. I compare this conceptualization to how technological literacy was taught in the classroom. Finally, I draw on situated learning theory to help explain how girls responded to the class. In the end, both the organization's limited notion of how technological literacy could increase gender equality as well as gender and race differences between the teachers and the girls influenced girls' participation in the workshop.
引用
收藏
页码:1373 / 1388
页数:16
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