Abstract
“This case study is an investigation into why girls are being left behind on theroad to information technology and computing. It attempts to identify theinfluences and constraints that affect the way in which modern societyinfluences and disenfranchises girls from the current computing andinformation technology sector. This study presents data that providesguideposts and methodologies to overcome these misconceptions for girls.The report concludes that there is scope for developing remedies incurriculum pedagogy that partner from family dynamics to teacher-studentinteractions.”
3
Content
Introduction p.4
Background Literature Review
p.6
Research Methodology p.10
Research Analysis p.19
Conclusion p.22
References p.24
Bibliography p.29
4
Introduction
The focus of this study is to examine why there is a
shortage of girls in computer science and the technology
field. This study will also consider reasons why girls
choose not to take computer science as part of their
optional subject choice, when it comes to GCSE. This
study highlights the competing UK policy agendas
operating in this subject field, that attempt to address
the problems which impact differentially on girls and
boys with ICT and Computer Science. ICT policy in
secondary schools seems to be increasingly subsumed into
the educational policy-makers’ goal of increasing boys’
attainment.1
5
In terms of representing girls at GCSE and A-level ICT
and computing until 2010, statistics show girls as being
under-represented, as they formed under 50% at all exam
levels. The number of girls choosing to undertake GCSE
ICT and A-level ICT examinations has risen slightly
during 2005 to 2010, despite an overall decrease in the
amount of individuals taking these examinations. In 2010,
44.4% of those taking GCSE ICT in the UK were girls.
Figures corresponding for girls who took A-level ICT was
38.1% in 2010, increasing from 35.46% in 2005. In 2010
girls who sat A-level computing formed 8.9% of the total
number of those sitting this examination, a drop from
11.27% in 2005. It could be argued that there may be
various reasons for these dropping numbers, recognising
that there may be a more general issue, rather than
relating the cause down to gender.
Hypotheses put forward for the decline and low numbers of
pupils sitting these subjects in the UK include how ICT
and computing are increasingly seen as ‘Mickey Mouse’
subjects, reinforced by the fact that they are not
essential requirements for university admission in
computer science.2
Incorporating ICT into lessons is currently seen as an
innovative means to achieve this aim across all subject
areas. The European Commission report -Gender
6
Differences in Occupational Outcomes: Study on the
Measures taken and the Current Situation in Europe
highlights how “targeting gender-based attainment
patterns has been found to be a specific policy priority.
This is particularly connected to the under-achievement
of boys in schools”3
A DfES report Gender and Education (2007) noted the
important gender differences in subject choices at GCSE
level:
Taking the 10 most popular GCSE choices, 9 out of 10 GCSE
subjects are chosen by both boys and girls. Nonetheless many
subjects show gender stereotypical biases with girls more likely
to take arts, languages and humanities and boys more likely to
take Geography, Physical Education and IT.4
The challenge that poses itself here, is to create
awareness through running activities within lessons which
are not aimed specifically at girls, as this would
perpetuate the stereotypical idea that ‘mainstream’ ICT
is the domain of boys.5
The aim of this study is consider whether current
pedagogy addresses these issues and looks at strategies
that can be beneficial to increasing the numbers of girls
in undertaking Computer Science or ICT as an acceptable
subject in order to increase future class numbers. It
7
will aim to highlight the UK policy agendas operating in
this sphere, in an attempt to impact differentially on
girls’ and boys’ relationship with Computer Science and
ICT.
The purpose of the study will aid an attempt to motivate
girls into considering Computer Science as a suitable
career choice, or at least allow female pupils to gain
more confidence and encouragement to learn more about the
sector and how they could contribute to the technical
world in which we live today.
Review of Background LiteratureGender issues in the technology sector have been in
existence for a long time. This is not a phenomenon that
has been simply evolved overnight. In a presentation on
Research on Young women in Computer Science, Crombie
states, “Gender differences in enrollment in computer
science courses have been present since the 1980s”.6
The perception that girls have been seen as unequally
capable to perform as well as boys within the sector,
completely dogmatises the subject and is the remnant view
of stereotypes who have perceptions of women as the “stay
home and take care of the kids” kind of person.
Unfortunately, this is an ideology prevalent and
8
influenced outside of the classroom by cultural and
socialistic behavior. This perception of females’
intellectual level as well as the ability to perform has
been not only exceptionally low, but also disturbing.
Socialisation is a key term referred to within the
literature on gender and ICT. The influence of parents,
teachers, peers and the media is noted as being a major
factor affecting girls’ confidence, self-efficacy and
attitudes towards ICT. Numerous studies have identified
the existence of stereotyping in relation to gender and
ICT, which can, according to Cooper (2005) become self-
reinforcing – girls learn that computers are ‘boys-toys’,
which increases their anxiety around computing and ICT,
leading to negative attitudes and poor performance. This
performance is an indication that the stereotype is
correct. Cooper argues:
Much of the stereotyping may be unconscious but it is harmful
nonetheless – many teachers express a commitment to equality
(Sanders 2005) but those who believe that girls dislike ICT have found
to direct more attention towards boys when using ICT in the
classroom.7
Volman and Van Eck reference two studies from the mid-
1990’s, one from the UK, the other from the USA. Both
studies looked at the combined effect of socio-economic
status and gender on young people’s attitudes towards
9
computers.8 Both studies discovered that while lower
socio-economic status was related to lower levels of
interest in computers for both genders, the research
highlighted that this was more so in girls than boys. The
study offers an explanation for this in that the
prevalence of traditional gender roles found in lower-SES
households and the extent to which parents encourage
girls and boys to use the computer.9 Additionally, a
significant key point covered by the BECTA report
highlighted that:
Girls have lower levels of access at home compared with boys, and
generally use ICT less. Girls use ICT more for schoolwork, whereas boys
use it more for leisure purposes. A large proportion of this difference
can be accounted for by boys’ greater use of computer/console
games.10
In a report by BECTA, they also state that girls use ICT
to communicate and socialise. Socialisation is a key term
referred to within the literature on gender and ICT. The
influence of parents, teachers, peers and the media is
noted as being a major factor affecting girls’
confidence, self-efficacy and attitudes towards ICT. As
previously mentioned, numerous studies have identified
the existence of stereotyping in relation to gender and
ICT, which can, according to Cooper become self-
reinforcing – girls learn that computers are ‘boys-toys’,
which increases their anxiety around Computing and ICT,
10
leading to negative attitudes and resulting in poor
performance.
Within this context, the way in which ICT and computing
is used in school is therefore a very important factor.
Much of the research on peer interaction processes in
learning originating in Piagetian and Vygotskian theories
tends to be rather insensitive to the ‘non-cognitive’
characteristics of the individuals doing the learning.11
So what is it that bothers girls and boys about computing
in public or in the classroom? There are a few reasons,
that the presence of others increased anxiety, a possible
result of worry about competition. If girls are expected
to do poorly at a computer game in front of their peers,
then they may be more worried than boys about their
results. There are also socio-economic backgrounds held
responsible within this context, although there is little
research to prove this, there are however older studies,
which suggest that this could be a significant factor.
According to Gail Crombie, we should firstly “provide
information that counter the gender-related stereotypes
about computer science” 12 While some of the assumptions
may have some validity, it is necessary to provide girls
with factual information that demonstrates how viable a
career choice in computer science is and discuss role
11
models within the sector or within history who have
shaped technology and computing in the World. Once girls
learn to diminish the old stereotypes, they will be off
to a new and good start in Computing or ICT. While this
is only the first method suggested, I consider it to be
the most crucial.
The next combined key method of providing encouragement
and a positive environment. The article ‘Bridging the
Gender Gap in High-Technology Education’, Crombie,
Abarbanel and Anderson take a closer look at the positive
impact and experiences when dealing with computers.
They discuss that:
“Researchers have found positive computer experiences are a
significant predictor of positive attitudes toward computers, and
that positive attitudes toward computers are the best predictor of
future behavior…” 13
Most of the research covered by this study finds that
girls’ confidence is lower than boys, but this difference
is narrowing.14 Colley and Comber however found
significant gender differences:
Boys were more self-confident with computers, liked computers
more and showed less sex bias concerning computing use than
girls. They also rated themselves higher than girls on their
12
computing ability in relation to both boys and girls of the same
age (p.161).15
This substantiates from other research studies, which
note that boys consider themselves more capable of
advanced level activities such as downloading and
programming.16 Lower self-efficacy does not mean that
girls’ actual skill levels are lower than boys.17
Kennewell and Morgan’s evidence that computer gaming can
generate a self-efficacy with technology, thereby
increasing attainment. 18 Given boys’ propensity towards
games, this has significant gender implications.
Referring back to Socio-economic background of girls,
parents and teachers are the underlying reason so many
adults find games unacceptable pastimes (and learning
mechanisms) for their children is a fundamental lack of
understanding about what today’s kids are talking about
when they use the word “game.”19
A study of pre-school children in Scotland suggested that
game-playing is seen as a gendered activity by parents:
game consoles were bought primarily for boys, suggesting
that girls’ opportunities to play games are restricted
from an early age.20 This is an important misunderstanding
in adults’ knowledge of their children’s lives in a
technology sector, which is one of the fastest growth
sectors of the creative industries in the UK.
13
If we revert back to our own childhood before personal
computers, when we, as kids played our games. With a few
exceptions like chess, go, strategy games, Dungeons and
Dragons – games were mostly devoid of any importance,
meaning, or learning making them ‘trivial’. The last,
hugely successful non-computer game of this period was
named Trivial Pursuit.
Due to the game-playing experiences of most adults
growing up, when today’s parents and teachers hear the
word “game”, they typically think, “trivial.”21
There is a consensus in the literature that playing
computer games is the activity, which accounts for much
of the difference in girls and boys’ out of school use of
ICT.22 A BBC-commissioned report of UK game playing found
that while the gender split amongst gamers is not that
great (45% female, 55% male), those who play games more
frequently are more likely to be male (27% compared to
21% female).23
Research MethodologyThis study will examine various research resources that
are in the public domain, in addition will evaluate data
collected from lesson observations and evaluations for
years 7,8 and 9. The following graph shows how these
classes where proportionally split.
14
Figure 1 – Amount of Pupils Boys
Girls
In order to verify if the perception of pupils in Year 7,
8 and 9 classes, pupils were given the task of providing
a reflective view of their own use of computing behavior
at home, or at school as some pupils did not have access
to a computer at home and therefore school was their only
source of ICT. Analysis of this data, showed that a great
divide between boys and girls in their use of ICT and
Computing. The following data was collected as a starter
exercise and allowed individuals to provide information
about their ICT use. This provided an opportunity for
group discussions before pupils handed in their work.
What transpired and is evident in the patterns of data
collected is the validity of the studies previously
mentioned. The data was collected from three different
classes within each year group; this allowed the
collection of data to be un-bias. There is clearly within
15
these classes social influence as to why there are
misconceptions that lead girls to embrace computing or
ICT.
Figure 2 - Year 7 ICT Usage
The above mixed graph illustrates the great usage divide
between genders. The biggest divide for Year 7 is within
Gameplay, Social Media and Use of the Internet.
16
Figure 3 – Year 8 ICT Usage
The trend for Year 8’s is very similar (See Fig 3), with
the biggest divide between Gameplay, Social Media and
YouTube. For Year 9 the divide is widened further with
Gameplay a major difference between genders.
17
Figure 4 - Year 9 ICT Usage
The data showed in this initial study, showed no evidence
to suggest that ICT intrinsically suits boys better than
girls; what is clearly evident as a factor as to why the
divide in Gameplay exists between gender is that the
competitive, skill-based, non-collaborative nature of
many computer games (even educational ones) is de-
motivating for girls.24
The Problem of CompetitionThe school environment and education system is notorious
for reliance on competition. For pupils the desire to out
perform their peers is often used to motivate pupils to
18
excel and maximise their potential. For older pupils,
grades, academic ability, including admission to
University all rely on the student’s academic standing
relative to other students.
As the previous tasks and research had highlighted the
need for differentiation and reasons as to why girls can
succeed just as well as boys in the technology and
computing sector, and undertake ICT competition, the mere
problem and challenge faced here is to overcome girls
perception that learning a lesson on a computer could be
undertaken without arousing anxiety of gender related
conviction.
Computational thinking and methods enable us to solve
problems and design systems that not one of us would be
capable of tackling alone. 25 Computational thinking is
fundamental to planning and problem solving skills. It
develops a child’s analytical ability and includes a
range of mental tools that covers the breadth of Computer
Science but across the curricula in general.
From a teaching perspective this reflects a general
attitude in girls within ICT and Computer Studies, not
surprisingly why there is a general consensus as to why
few girls sit GCSE and A Level in ICT or Computer Science
as an optional subject.
19
Demonstrate Gender Equality in ProgrammingThe topic of the lesson was to introduce programming and
to teach pupils about the foundations of programming in
order to understand the purpose of an algorithm or
program and to learn the three main programming
constructs.
Pupils were requiring a lesson on how developers need to
create a flow chart using symbols, which represent the
constructs in order to break down the process and flag up
any potential bugs or errors before compiling a program.
The terminology in itself posed complexity, the
referenced keywords are alien to pupils, so in order for
pupils to understand what these terms represent, the
lesson needed to be broken down into small examples that
enabled the pupils to understand and identify on common
associated level.
The challenge for this was to create a starter that
refrained pupils’ use of the computer, so that they could
interact with an analogy of how algorithms in the real
world operated.
As a starter, a pupil was brought to the front of the
class with their back turned, facing the dry whiteboard
the rest of the class was shown a shape on paper, the
task for the class was to instruct the pupil to draw the
shape on the board through instruction only. Pupils were
not allowed to shout out or describe the shape. Very
20
quickly, pupils in the class became frustrated when their
instruction was poorly communicated, after several
attempts they soon identified the problem and learned
collectively as a group to instruct correctly. After a
couple of attempts with different shapes, pupils learnt
to construct their instruction in a systematic approach.
It was at this point discussed that programs function
accordingly in a similar manner.
For the plenary, pupils were shown a video on the Gaming
University.26
The purpose of this video was to demonstrate that the
gaming sector is looking towards pupils of their age to
start developing or even building their own games beyond
the classroom. Questioning the class following the video,
only a small handful of the class had considered going
into this sector as a suitable career choice. When it
came to questioning those who would like to build their
own games, the overall majority raised their hands. When
asking for reasons as to why they felt they wouldn’t
pursue a career in games, several of the girls made the
statement that it was “only boys would be able to do that
kind of work”. The lesson ended, upon evaluating the
lesson, targets were set to try and correct this
misconception, at the same time keep their motivations
high and on target in following their medium term lesson
plans.
21
Figure 5: TED Talks
The next lesson, pupils were to be introduced to the
application Scratch. Before any activities, I asked
pupils to view a video for TED talks. An influential talk
from Brenda Laurel on ‘Games for Girls’27 followed up by
an activity to demonstrate how the constructs of
programming can be used without writing any code. Before
getting into Scratch, the class were asked to log on to
the Hour of Code28 website in order to introduce them to
basic concepts of programming. The challenge was for the
class to undertake as many levels as they could within 10
minutes, using only the basic constructs provided. Each
level has a more complex problem to solve. The friendly
graphics from the popular game Angry Birds made the task
more appealing.
22
Figure 6 - Code.org Level 1
Figure 7 - Code.org Level 1 Interface
With very little assistance the class where engaged and
underway. At the end of the ten minutes, a count was
taken; three girls and one boy reached level 14. The rest
of the girls except for 1 reached level 9, the rest of
the boys reached between levels 6-9. As an assessment for
learning, questions where put to the class as to what
they found difficult about the program. The class was
praised for their performance, as the program allows up
to an hour to complete all 20 levels, they as a class had
23
worked remarkably well considering this. The scores were
collated for each class and entered into a spreadsheet.
The mixed Graph (See Fig 10, 11 and 12) shows the
resulting outcomes and provides evidence that girls in
most classes excelled beyond the boys at programming.
Figure 8 - Code.org Level 15
24
Figure 11 - Year 9 'Hour of Code' data results
The second activity of the lesson, pupils were introduced
to Scratch. Following an overview of the interface,
pupils where shown how to add movement to sprites on
screen and add a background maze. A worksheet handout had
been created for pupils to follow along. Several pupils
accomplished this task very quickly, these pupils were
asked to see if they could take their skills further and
add a wall collision detector to the sprite.
The outcome identified that all the girls including a
majority of the boys had listed that Girls where just as
good as boys in programming games.
The Gaming Industry looked fun and interesting to work in
and that all games use the same basic constructs. An
26
overall evaluation concluded that the lesson objectives
had not only been successfully achieved, but influence a
massive change in their misconception of not only gender
in ICT and computer studies, but also in computational
programming.
Research AnalysisData analysis of the three different class groups (Fig 2,
3 and 4) showed that girls prefer social and creative
uses of ICT. They like to work collaboratively and enjoy
using technology to learn, in both formal and informal
contexts.29 Online social networking in Year 8 and 9 in
the home showed to be mostly popular for girls. Behind
such findings is a complex and sometime contradictory
evidence base, which shows a variety of differences
between boys and girls across a range of technologies and
uses.30
This study has discovered major differences in the kind
of games boys and girls liked to play. Boys preferred
sports, action adventure and violent action games, where
girls preferred educational games, puzzles and fantasy
adventure. Girls preferred simulation games and were more
likely than boys to use games that were educational.
Despite this preference for educational games, girls in
other studies have been found to be more skeptical than
boys about the educational value of games. In contrast to
boys, girls do not believe that games provide a unique
27
learning experience and see game-based learning as just
another way to learn.31
Studies suggest that this gender imbalance in gaming
culture, not only accounts for the difference in how long
girls and boys spend using ICT, but also on other
differences in terms of ICT attitudes, confidence and
competence.32
It should be also noted that a teacher should be cautious
not to constantly remind the class of the misconceptions
of gender within the sector, as this predominantly
creates the footing that the sector is a male orientated
sector to begin with. Instead, positive enforcement and
encouragement, providing opportunities for girls to find
confidence in that they are equally capable as boys to
take interest in computing or ICT studies.
Female Role ModelsNot having a role model present can cause female students
to lose interest and even lose hope in their future
endeavors. Thom concurs, “Many girls need role models to
help them imagine their futures…in science”.33 Since
studies prove not only that female students are less
interested in computers, but also less confident,
“visibility of young women singled out for their
achievements is critical in changing how their female
peers think”.34
28
An influential talk from Brenda Laurel on ‘Games for
Girls’provided a great opportunity to demonstrate how the
sector attitude is changing.
Once girls come to realise that there are other women who
too have traveled the “road of technology” and overcame
these challenges, they will hopefully gain more
confidence and become themselves role models.
Fortunately, there are some additional methods that can
make a difference and may have an impact on girls.
The findings of this study highlight the need to
encourage girls to build more games that have appeal to
them, demonstrate that there is change needed in the
market by teaching them about the stereotypes` as
mentioned in this study. Features of game design
preferred by girls are now becoming commonplace,
especially within the context of games for learning. It
could be argued therefore that difference and
misconception in game playing between boys and girls will
become less marked, developing more games aimed for
girls.
Teachers, parents and role models must encourage and
support girls in future plans that involve computing.
Thom suggests one method in her article and states: “To
encourage interest in technology among young girls,
educators must recognize and address their learning
29
styles and interests”.35 There are several methods for
educators to inspire girls when referring to their
learning styles.
During this study, there has been one method frequently
mentioned: the use of female-only classes. This method
according to Fidishun is a great way to create effective
computer instruction. Swain and Harvey both agree in
their article Single-Sex Computer Classes: An Effective
Alternative.
They argue that: female-only classes will provide girls
with “opportunities to develop positive attitudes towards
technology and make a learning environment conducive to
girls gaining technology skills”.36
They believe our current educational system is not
engaging girls enough in computing or ICT, they propose
this as one alternative method that will offer girls the
advantage of learning in a more comfortable and peaceful
atmosphere where teachers can create lessons that are of
interest to the female gender.37 Other studies reported
seeing all girl classrooms as superior and shown
increased confidence levels. Studies show that girls seem
to participate not only more actively but also more
comfortably.38
30
CONCLUSION
While there are still challenges remaining in relation to
overcoming the misconceptions that girls have in relation
to computing and ICT. The fact still remains that
computing and ICT pedagogy within schools needs to adapt
in order to overcome the wider issues that this study has
highlighted. Other Empirical studies including the data
collected from this study show that where both sex
believe girls to have a lower degree of computer
proficiency than boys, Has the time come to have these
assumptions eliminated?
Through eliminating stereotypes, acknowledging the
success of women in computer science and the ICT sector,
the motivation from teachers, parents and others in the
wider community, not only will girls who lack confidence
overcome their anxiety and gain assurance, it will
encourage more girls to enroll in computer science and
ICT based classes, hopefully eliminating the gender gap
that currently exists and possibly encourage girls to
pursue a future within the constantly evolving sector.
With computers and the Internet being used by most
31
businesses and schools all over the world, it is
imperative for girls to learn and adapt to technology
advancements.
Considering this, ICT and computer skills are important
not only for career development, but also for academic
purposes. Smith agrees “computer technology is a
fundamental tool in our daily lives”.39
This process must begin in the classroom. Girls should be
encouraged to consider courses as early as possible. If
they do not, this could potentially jeopardise their
future endeavors and any may limit their career options
both inside and outside the growing information
technology field.40
This study has discussed potential reasons for the lack
of girls’ interest as well as participation in computer
classes, careers, and the technology sector. This study
has provided four strategies that may influence girls who
are interested in computing or ICT to follow their dreams
and pursue careers within the technology sector,
including:
(1) Getting rid of the stereotypes,
(2) Provide encouragement for girls to undertake tasks
(3) Create a positive classroom setting and environment
(4) Show female role models or encourage girls to
discover individuals
(5) Introduce programming early
32
These techniques are highlighted in an attempt to
motivate and inspire girls to gain interest in computing
and ICT. This study has also illustrated the challenges
that can occur. Unfortunately, there is no exact solution
for this matter, if there is one at all. The evidence
from this study in addition to the empirical research
covered all reiterate the need to increase the number of
girls enrolling in Computer Studies and ICT courses.
Understanding what a computer does is one thing, being
computer literate is another. As Snyder pointed out:
“Today, being literate has to do with understanding the complex ways
in which the written, oral, and audiovisual modalities of human
communications”.41
Knowing what a computer is one thing, being a computer
literate is another. In today times being literate is to
do with understanding the complex ways in which the oral,
written, and audiovisual modalities of human
communications. Pedagogy should include the promotion of
computer and ICT studies among female students.
33
1 Palmen, Rachel. “Girls, Boys and ICT in the UK: An Empirical Review and Competing
Policy Agendas. International Journal of Gender, Science and Technology, The Open
University, http://genderandset.open.ac.uk accessed: April 2014 p.
409.
2 Barker, L. and Asprey, W. (2006) ‘The State of Research on Girls and IT’, in
(eds) J. Cohoon, and W. Aspray, Women and Information Technology:
Research on Under-representation, The MIT press, Cambridge.
3 Ibid,. p. 409.
4 DfES (Department for Education and Skills) (2007) Gender and Education:
The Evidence on Pupils in England, DfES, London. p.3.
5 BECTA, (2008) How do boys and girls differ in their use of ICT? Research Report,
BECTA, Coventry. http://dera.ioe.ac.uk/8318/1/gender_ict_briefing.pdf
Accessed 15.03.2014
6 Crombie, Gail. “Research on Young women in Computer Science: Promoting High
Technology for Girls.” Presentation. May 1, 1999.
7 Cooper, J., (2006). The digital divide: the special case of gender. Journal of
Computer Assisted Learning, 22, pp. 320-334.
8 Volma, M., et al., (2005). New technologies, new differences. Gender and ethnic
differences in pupils’ use of ICT in primary and secondary education. Computers and
Education, 45, pp. 35-55
9 Ibid. p.35-55
10 BECTA, (2008) How do boys and girls differ in their use of ICT? Research Report,
BECTA, Coventry.
http://www.vital.ac.uk/community/file.php/872/gender_ict_briefing.pdf
Accessed 04.10.2013. p.3
11 Light. P, Littleton. K. ((1999), Social Processes in Children’s Learning:
Cambridge Studies in Cognitive and Perceptual Development, Cambridge University
Press, Cambridge, p.52
12 Cooper, J., (2006). The digital divide: the special case of gender. Journal of
Computer Assisted Learning, 22, pp. 320-334.
13 Abarbanel, Tracy, Colin Anderson, and Crombie. Gail, “Getting Girls into
Tech Classes.” The Education Digest 66.5 (2001): 42-8.
14 Faulkner, W. (2002) Women, gender in/and ICT: Evidence and reflections from the
UK. IST-2000-26329 SIGIS Deliverable Number: D02_Part 3
http://www.rcss.ed.ac.uk/sigis/public/documents/SIGIS D02Part3.pdf
Accessed 28/02/2014.
15 Colley, A. and Comber, C. (2003) ‘Age and gender differences in computer use
and attitudes among secondary school students: What has changed? ‘, Educational
Research, 45. 2, pp. 155-165.
16 Eurydice (2005) How boys and girls in Europe are finding their way with information
and communication technology? Eurydice in brief. http://youthpartnership-
eu.coe.int/youthpartnership/documents/EKCYP/Youth_Policy/docs/
Citizenship/Research/euridyce-study-on-IT.pdf Accessed 28/02/2014.
17 Sanders, J. (2005) Gender and Technology: A Research Review.
http://wwwwww.josanders.com/pdf/gendertech0705.pdf. Accessed
28/02/2014.
18 Kennewell, S., Finch, S. and Sinclair, R. (2007) Harnessing Technology
Schools Survey 2007, BECTA. Coventry.
19 Prensky, M., (2006) Don’t Bother Me mom – I’m Learning!”How Computer and
Video Games Are Preparing Your kids For 21st Century Success – and How
You Can Help!, Paragon House, St. Paul, Minnesota. P.55.
20 Plowman, L., Stephen, C., (2003). A ‘benign addition’? Research on ICT and
pre-school children. Journal of Computer Assisted Learning, 19, pp. 149-164.
[http://www.ioe.ac.uk/cahet/docs/jcal_benign_addition.pdf]
21 Ibid. p.56.
22 BECTA, (2008) How do boys and girls differ in their use of ICT? Research Report,
BECTA, Coventry.
http://www.vital.ac.uk/community/file.php/872/gender_ict_briefing.pdf
Accessed 04.10.2013. p.10.
23 BBC (2005). Gamers in the UK: Digital play, digital lifestyles.
[http://open.bbc.co.uk/newmediasearch/files/BBC_UK_Games_Research_200
5.pdf]
24 Ibid. p.3.
25 J, M, Wing. (2006) Communications of the ACM: Computational Thinking, Volume
49, No.3. p.33.
26 BBC (Technology News) (2014) ‘Gaming University’ founder sets out his plans,
London. http://www.bbc.co.uk/news/technology-26179884 Accessed
05.03.2014.
27 TED Conferences (Technology News) (1998) ‘Games for Girls’, New York.
http://www.ted.com/talks/brenda_laurel_on_making_games_for_girls
Accessed 20.03.2014.
28 Code.org (2014) Hour of Code, http://learn.code.org/hoc/1 Accessed
20.03.2014.
39 Smith, Sheila M. “The Four Sources of Influence on Computer Self-Efficacy.” Delta
Pi Epsilon Journal 43.1 (2001): 27- 39. 29
Ibid. p.3
30 BECTA, (2008) How do boys and girls differ in their use of ICT? Research Report,
BECTA, Coventry.
http://www.vital.ac.uk/community/file.php/872/gender_ict_briefing.pdf
Accessed 04.10.2013. p.9
31 BECTA, (2008) How do boys and girls differ in their use of ICT? Research Report,
BECTA, Coventry.
http://www.vital.ac.uk/community/file.php/872/gender_ict_briefing.pdf
Accessed 04.10.2013. p.11
32 Faulkner, W. (2002). Women, gender in/and ICT: Evidence and
reflections from the UK.
[http://www.rcss.ed.ac.uk/sigis/public/displaydoc/full/D02_Part3]
33 Anderson, Charles et al. “Gender & Information & Communications Technology
—A 10 Year Study of new Undergraduates.” TechTrends 46.6 (2002): 11-15.
34 Thom, Mary. “Girls in Science and Technology: What’s New, What’s Next?” The
Education Digest 67.5 (2002): 17-24.
35 Thom, Mary. “Young Women’s Progress in Science and Technology Studies:
Overcoming Remaining Barriers.” NASSP Bulletin 85 (2001): 6-19.
36 Harvey Douglas M., and Sandra L. Swain. “Single-Sex Computer Classes: An
Effective Alternative” TechTrends 46.6 (2001): 17-20.
37 Ibid p.17-20.
38 Crombie, Gail. “Research on Young women in Computer Science: Promoting High
Technology for Girls.” Presentation. May 1, 1999. 39
40 Crombie, Gail. “Research on Young women in Computer Science: Promoting High
Technology for Girls.” Presentation. May 1, 1999.
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