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Chess for girls? Feminism and computer games
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Chess for girls? Feminism and computer games (1998)Chess for girls? Feminism and computer ga…An investigation of the factors affecting the perception of gamification and game elements (2017)An investigation of the facto…Ageing and Technology (2016)Ageing and TechnologyCulturally Responsive Computing in Urban, After-School Contexts (2013)Culturally Responsive Computi…She’s Geeky: The Performance of Identity among Women Working in IT (2011)She’s Geeky: The Performance …Jouer pour apprendre : est-ce bien sérieux ? Réflexions théoriques sur les relations entre jeu (vidéo) et apprentissage (2011)Jouer pour apprendre : est-ce…Gaming, Gender, and Time: Who Makes Time to Play? (2009)Gaming, Gender, and Time: Who…Portrayals of Information and Communication Technology on World Wide Web Sites for Girls (2006)Portrayals of Information and…Negotiating femininities online (2004)Negotiating femininities onli…Design vs. Content: A Study of Adolescent Girls' Website Design Preferences (2004)Design vs. Content: A Study o…Bridging the Gender Gap in Computing: An Integrative Approach to Content Design for Girls (2003)Bridging the Gender Gap in Co…Creating Places for Women on the Internet (2002)Creating Places for Women on …Propelling Young Women into the Cyber Age: Gender Considerations in the Evaluation of Web-based Information (2001)Propelling Young Women into t…Situated Learning: Legitimate Peripheral Participation. (1994)Being Digital (1995)Life on the Screen: Identity in the Age of the Internet (1997)Millennials Rising: The Next Great Generation (2000)Digital game-based learning (2003)Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)The Prevalence of Problematic Video Gamers in The Netherlands (2012)The Social Tasks of Friendship: Do Boys and Girls Excel in Different Tasks? (2016)Digital Game-Based Learning (2020)Science, Technology, and Human Values (1966)Epistemological Pluralism: Styles and Voices within the Computer Culture (1990)The De-scription of Technical Objects (1992)In A Different Voice: Psychological Theory And Women's Development (1982)In a Different Voice: Psychological Theory and Women's Development. (1983)Code and Other Laws of Cyberspace (1999)Imitation of film-mediated aggressive models. (1963)Image-Music-Text (1977)Reading the Romance: Women, Patriarchy, and Popular Literature. (1985)‘Twenty‐four seven on the computers’: girls, ICTs and risk (2008)Exploring and negotiating femininity (2009)Gossip, drama, and technology: how South Asian American young women negotiate gender on and offline (2012)Social Learning Theory (1977)Social Learning Theory. (1978)Bowling alone: the collapse and revival of American community (2000)The measurement of psychological androgyny. (1974)Focus Groups: Theory and Practice (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Not Your Mother’s Tech Camp: Rebooting Girls’ Technology Camps to Equip the Next Generation of Technofeminists (2018)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)The group interview in social research (1991)Talking about Leaving: Why Undergraduates Leave the Sciences (1997)Whose Science? Whose Knowledge? (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature (2022)
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Cited by

  • 2009Gaming, Gender, and Time: Who Makes Time to Play?130 cited
  • 2013Culturally Responsive Computing in Urban, After-School Contexts119 cited
  • 2011Jouer pour apprendre : est-ce bien sérieux ? Réflexions théoriques sur les relations entre jeu (vidéo) et apprentissage34 cited
  • 2017An investigation of the factors affecting the perception of gamification and game elements32 cited
  • 2004Negotiating femininities online29 cited
  • 2003Bridging the Gender Gap in Computing: An Integrative Approach to Content Design for Girls25 cited
  • 2006Portrayals of Information and Communication Technology on World Wide Web Sites for Girls24 cited
  • 2004Design vs. Content: A Study of Adolescent Girls' Website Design Preferences22 cited
  • 2001Propelling Young Women into the Cyber Age: Gender Considerations in the Evaluation of Web-based Information22 cited
  • 2002Creating Places for Women on the Internet19 cited
  • 2016Ageing and Technology17 cited
  • 2011She’s Geeky: The Performance of Identity among Women Working in IT17 cited

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