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Girl game designers

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Research Output:
Contribution to journal
Article
Peer-review

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Abstract

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.

Sustainable Development Goals

  • SDG 5 - Gender Equality
    SDG 5 Gender Equality
  • SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  • SDG 10 - Reduced Inequalities
    SDG 10 Reduced Inequalities

Bibliographic Information

Output type

Research Output:
Contribution to journal
Article
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 1373-1388 (16 pages)

Journal (Volume, Issue Number)

New Media and Society (Volume 13, Issue 8)

Publication milestones

  • Published - 12/2011

Publication status

Published - 12/2011

ISSN

1461-4448

Publication IDs

  • Scopus: 83055168307