investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

Investigaming tag: Self Efficacy

investiGaming ›  Tags ›  Self Efficacy


Makrakis, Vasilios (1993)


Computers & Education, v.20 n.2, p.191-198, March 1993, http://dx.doi.org/10.1016/0360-1315(93)90087-Y

Synopsis:

Used a series of regression analyses to examine gender differences in perception of computer self-efficacy and equality in computer competence, and the factors that might influence these perceptions among 15-yr-old Japanese students.

Keywords:

journal, Japan, self efficacy, computer skills, high school

Full Text: Yes | Abstract: Yes | Highlights: Yes


Turkle, Sherry (1988)


Technology and women’s voices: Keeping in touch, Routledge & Paul Kegan (New York and London), pp 41-61

Synopsis:

Looks at the social construction of the computer as a male domain through the eyes of women who have come to see something important about themselves in terms of what computers are not.

Keywords:

Book, computer skills, what women want, femininity, self efficacy

Full Text: Yes | Abstract: Yes


Witkowski, Emma (2006)


EDU-ART

Synopsis:

Young women in Danish schools between the ages of 13 and 19, teachers, and computer technology laboratory leaders were interviewed about computer technology.

Keywords:

Denmark, case study, gender stereotypes, computer skills, IT careers, gaming culture, empowerment, self efficacy, high school, media literacy

Full Text: Yes | Abstract: Yes | Highlights: Yes