Search results for author:"Elisabeth Hayes"
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Arizona State University
Computers & Education Vol. 51, No. 1 (August 2008) pp. 97–108
Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young...
TechTrends: Linking Research and Practice to Improve Learning Vol. 49, No. 5 (2005) pp. 23–28
While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the...
The Gamer Generation Teaches School: The Gaming Practices and Attitudes towards Technology of Pre-Service Teachers
Journal of Technology and Teacher Education Vol. 21, No. 2 (April 2013) pp. 154–177
The purpose of this study was to identify the gaming practices of freshmen undergraduate teacher education students. We also investigated how students who play games compared to non-gamers in their interest in using specific technologies for...
Second Life Education Community Convention 2008 (September 2008)
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using ...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1269–1277
Children from under-resourced areas are less likely to attend schools with advanced level computer science courses than those in more affluent schools. Girls of color enter technology fields at a lower rate than White females. Perhaps responsively, ...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 4097–4104
Despite the growing number of students of color entering our k-12 public schools African American, Native American, and Hispanic youngsters enter technology/ICT careers in far fewer numbers than their White counterparts. Intersect social class and ...