2017
DOI: 10.1007/s10606-017-9292-y
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Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change

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Cited by 34 publications
(38 citation statements)
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“…Programs that allow girls to drive the design around personally relevant topics (e.g. creating experiences for girls to explore topics that they care about or that impact their community) improve their interest and attitudes toward science and technology (Buchholz et al, 2014;Cakir et al, 2017;Erete et al, 2016;Robinson et al, 2016;Stewart-Gardiner et al, 2013;Thomas et al, 2017). For example, educators can ask girls about their backgrounds, interests, and community to connect STEM to their lives or they can have girls choose topics to explore that they find personally relevant and meaningful.…”
Section: Resultsmentioning
confidence: 99%
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“…Programs that allow girls to drive the design around personally relevant topics (e.g. creating experiences for girls to explore topics that they care about or that impact their community) improve their interest and attitudes toward science and technology (Buchholz et al, 2014;Cakir et al, 2017;Erete et al, 2016;Robinson et al, 2016;Stewart-Gardiner et al, 2013;Thomas et al, 2017). For example, educators can ask girls about their backgrounds, interests, and community to connect STEM to their lives or they can have girls choose topics to explore that they find personally relevant and meaningful.…”
Section: Resultsmentioning
confidence: 99%
“…In the last decade, the call for safe and inclusive environments where girls feel like they belong has been raised (Hubert, 2014;Sammet and Kekelis, 2016). And yet, many research studies have not focused on the learning environment (for some exceptions see: Adams et al, 2014;Cakir et al, 2017;Riedinger and Taylor, 2016;Thomas et al, 2017). But to fully support girls from diverse backgrounds, including girls of color in STEM, we need to move beyond inclusion and incorporate culturally responsive teaching (Brown, 2017;Gay, 2013;Ladson-Billings, 2008;.…”
Section: Discussionmentioning
confidence: 99%
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“…They conducted an experiment in two sixth-grade classes. The authors of [21] describe an experience of African-American middle school girls Figure 1 PBL life cycle presented by [16] who engaged in collaborative game design to learn CT for social change. They use Scratch and AppInventor to build the games.…”
Section: Related Workmentioning
confidence: 99%