Connecting Spaces
Gender, Video Games and Computing in the Early Teens
Datos Bibliográficos
| ID | 2363744 |
|---|---|
| Autores | Jennifer M Ashlock (0000-0001-9102-5286, University of Maryland, College Park, autor de correspondencia), Jennifer Ashlock (University of Maryland, College Park, College Park, MD, USA), Miodrag Stojnic (UNC System, GEAR UP NC, Chapel Hill, NC, USA), Zeynep Tufekci (0000-0002-7806-0025, Columbia University, New York, NY, USA) |
| Año | 2023 |
| Volumen | 66 |
| Número | 2 |
| Páginas | 201-225 |
| Fecha de publicación | 2023-04-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Sociological Perspectives (JOURNAL) |
| Identificadores de la revista | ISSN: 0731-1214 • E-ISSN: 1533-8673 |
| Editorial | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/07311214221125802 |
| OpenAlex | W4304609825 |
| Idioma | EN |
| Citas recibidas | 1 |
| Referencias citadas | 86 |
Informed by evidence that computing attitudes may be uniquely constructed in informal contexts and that the early teens are a key period for academic decision-making, we investigate lines of practice that connect computing skills, attitudes, and videogames. We compare the relationship between computer skill, computer efficacy, and activities associated with gaming using a data set of 3,868 children in middle school. The time that children spend gaming has very modest association with skill and efficacy. Accounting for the frequency with which children modify games, engage in social gaming activities, and the salience of gamer identity explains the gender gap in computer skill and significantly narrows the gender gap in computer efficacy. We find support for the argument that computer skill and efficacy are dependent on children connecting often isolated social contexts, a socially embedded characteristic of the digital divide
Cognitive psychology · Gender gap · Child Development and Digital Technology · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Psychology
Good Video Games and Good Learning
Cheating
Autonomy and Need Satisfaction in Close Relationships
Self-Efficacy Beliefs as Shapers of Children's Aspirations and Career Trajectories
What video games have to teach us about learning and literacy
Development of Gender Attitude Traditionality Across Middle Childhood and Adolescence
Women are underrepresented in fields where success is believed to require brilliance
When paratexts become texts
Sex Differences in Math-Intensive Fields
Using technology in higher education
Programming experience promotes higher STEM motivation among first-grade girls
Título no disponible
Communication in multiplayer gaming
Boys’ gaming identities and opportunities for learning
Institutional Ambiguity and De Facto Tracking in STEM
Science capital or STEM capital? Exploring relationships between science capital and technology, engineering, and maths aspirations and attitudes among young people aged 17/18
Social identity and intergroup relations
The Class
Outline of a Theory of Practice
Women and Gaming
Gender, Age, and Digital Games in the Domestic Context
Race, Gender, and Deviance in Xbox Live
Girl Power in a Digital World
Geographic Variation in the Gender Differences in Test Scores
Psychological correlates of university students' academic performance
Women’s experiences with general and sexual harassment in online video games
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
Digital Gaming and Young People’s Friendships
Where Everybody Knows Your (Screen) Name
Threats and Supports to Female Students’ Math Beliefs and Achievement
Friendship Groups, Personal Motivation, and Gender in Relation to High School Students' STEM Career Interest
Survey Measures of Web-Oriented Digital Literacy
Succinct Survey Measures of Web-Use Skills
An Update on Survey Measures of Web-Oriented Digital Literacy
Gender Bias in STEM Fields
Enduring Influence of Stereotypical Computer Science Role Models on Women’s Academic Aspirations
School Connectedness and STEM Orientation in Adolescent Girls
Gender-linked Differences in the Toys, Television Shows, Computer Games, and Outdoor Activities of 5- to 13-year-old Children
Identity Theory and Social Identity Theory
Ambient belonging
Math and science motivation
Science Aspirations, Capital, and Family Habitus
The Potential Scientist's Dilemma
The Past, Present, and Future of an Identity Theory
Constraints into Preferences
Professional Role Confidence and Gendered Persistence in Engineering
Improving Cultural Analysis
A power primer
Why are some STEM fields more gender balanced than others
Venus, Mars, and Math
Learning in Context
Gender Differences in Academic Efficacy across STEM Fields
You Can Say I Got Desensitized to It
The High School Environment and the Gender Gap in Science and Engineering
Digital Dimension of Cultural Capital
Disciplining Play
The science identity and entering a science occupation
| Obras citantes distintas | 1 |
|---|---|
| Citas por año | 1 |
| Intervalo de citas | 2026 - 2026 (1) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 1 |