Chess for girls? Feminism and computer games
From Barbie to Mortal Kombat
All I really need to know about pair programming I learned in kindergarten
Communications of the ACM
Pair-programming helps female computer science students
Journal on Educational Resources in Computing (JERIC) - Special Issue on Gender-Balancing Computing Education
Structure, scoring and purpose of computing competitions
Informatics in education
Programming by choice: urban youth learning programming with scratch
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Gaming for middle school students: building virtual worlds
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
A game framework to enhance the STEM pipeline
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Girls, computer science, and games
ACM SIGCSE Bulletin
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study
Proceedings of the 4th International Conference on Foundations of Digital Games
Exploring careers while learning Alice 3D: a summer camp for middle school girls
Proceedings of the 42nd ACM technical symposium on Computer science education
ACM Inroads
Proceedings of the 43rd ACM technical symposium on Computer Science Education
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In this paper we describe an after-school program that aims to develop information technology (IT) fluency by teaching middle school girls to make computer games. We focus on IT fluency rather than IT literacy because to participate in the current and future world of technology, students must develop fluency in three kinds of IT knowledge: contemporary skills, fundamental concepts, and intellectual capabilities rather than just literacy skills. The acquisition of fluency is more likely to happen in the context of a program like ours because of its emphasis on project-based work and a collaborative learning environment utilizing pair programming. The details of how IT fluency knowledge was acquired in the game programming part of our program are published elsewhere, so we only summarize those results here. The focus of this paper is on how participants have made substantial strides toward IT fluency due to aspects of our program as a whole. In this paper we provide many examples of how our program leads to IT fluency by addressing not just contemporary IT skills, but also intellectual capabilities and fundamental IT concepts.