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Girls' Preferences in Software Design: Insights from a Focus Group
5 references·4 citing·42 second hop
Girls' Preferences in Software Design: Insights from a Focus Group (1996)Girls' Preferences in Software Design: In…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Women and Computers: An Introduction (1990)Women and Computers: An Intro…Sex and sex-typing effects on computer attitudes and aptitude (1990)Sex and sex-typing effects on…Sex Bias in Educational Software: The Effect of Designers' Stereotypes on the Software They Design1 (1987)Sex Bias in Educational Softw…Equity in School Computer Use: National Data and Neglected Considerations (1987)Equity in School Computer Use…K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education (2013)K-12 teachers encounter digit…How the Perceived Masculinity and/or Femininity of Software Applications Influences Students' Software Preferences (2005)How the Perceived Masculinity…Design vs. Content: A Study of Adolescent Girls' Website Design Preferences (2004)Design vs. Content: A Study o…From hackers to luddites, game players to game creators: Profiles of adolescent students using technology (1998)From hackers to luddites, gam…A cognitive-developmental analysis of children's sex role concepts and attitudes (1966)On the utility of alternative procedures for assessing psychological androgyny. (1977)The Second Self: Computers and the Human Spirit (1986)An Exploratory Study of the Effects of Gender on Student Learning and Class Participation in an Internet-Based MBA Course (2000)Another Look At Technology Use In Classrooms: The Development And Validation Of An Instrument To Measure Teachers’ Perceptions (2003)Differences and Developments in Attitudes and Self-Efficacy of Prospective Chemistry Teachers Concerning the Use of ICT in Education (2017)Sex‐Role Stereotypes: A Current Appraisal1 (1972)When people ask "why" questions, and the heuristics of attributional search. (1981)Social psychological aspects of computer-mediated communication. (1984)The Current Status of Gender Equity Research in American Schools (1993)The Impact of Psychological Gender, Gender-Related Perceptions, Significant Others, and the Introducer of Technology upon Computer Anxiety in Students (1998)Middle school students' technology practices and preferences: re-examining gender differences (2001)Gender-Differences in Computer Experience and its Influence on Computer Attitudes (1994)Computers and Classroom Culture (1995)Computers and classroom culture (1996)Gender Inclusiveness in Educational Technology and Learning Experiences of Girls and Boys (2009)Jealousy in response to online and offline infidelity: the role of sex and sexual orientation (2013)Towards Making The Invisible Engineer Visible: A Review of Low-Socioeconomic Students’ Barriers Experiencing College STEM Education (2018)The measurement of psychological androgyny. (1974)Focus Groups: Theory and Practice (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Girl game designers (2011)An examination of gender and situational interest in multimedia learning environments (2018)Not Your Mother’s Tech Camp: Rebooting Girls’ Technology Camps to Equip the Next Generation of Technofeminists (2018)Teachers of Mathematics (1948)Video Kids: Making Sense of Nintendo (1991)Project-Based Learning: Pursuits with a Purpose. (1994)Naturalistic inquiry (1985)Handbook of research on teaching (1986)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Science teachers’ experiences of inquiry-based learning through a serious game: a phenomenographic perspective (2021)Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other (2021)What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? (2023)Tracing the development of teacher knowledge in a design seminar: Integrating content, pedagogy and technology (2005)Digital Fabrication and ‘Making’ in Education (2013)An integrated critical thinking framework for the 21st century (2014)Gender in student online discussions (2005)TOOLS AND TOYS : Communicating gendered positions towards technology (2007)Geeks, Meta-Geeks, and Gender Trouble (2008)The Technological Revolution and the Reform of School Mathematics (1997)For the Rich It's Richer: Print Experiences and Environments Offered to Children in Very Low- and Very High-Socioeconomic Status First-Grade Classrooms (2000)American Schooling and Educational Inequality: A Forecast for the 21st Century (2001)
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References

  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 1987Equity in School Computer Use: National Data and Neglected Considerations111 cited
  • 1987Sex Bias in Educational Software: The Effect of Designers' Stereotypes on the Software They Design185 cited
  • 1990Sex and sex-typing effects on computer attitudes and aptitude74 cited
  • 1990Women and Computers: An Introduction71 cited

Cited by

  • 2005How the Perceived Masculinity and/or Femininity of Software Applications Influences Students' Software Preferences43 cited
  • 2013K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education35 cited
  • 2004Design vs. Content: A Study of Adolescent Girls' Website Design Preferences22 cited
  • 1998From hackers to luddites, game players to game creators: Profiles of adolescent students using technology21 cited

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