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Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam – Computers & Education, 2011
Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…
Descriptors: Computer Science Education, Females, Virtual Classrooms, Gender Differences
Agosto, Denise E. – International Journal of Technology and Design Education, 2004
This study considered the utility of gender schema theory in examining girls' website design preferences. It built on a previous study which identified eight website evaluation criteria related to biological sex: collaboration, social connectivity, flexibility, motility, contextuality, personal identification, inclusion, and graphic/multimedia…
Descriptors: Gender Differences, Females, Evaluation Criteria, Adolescents