Engaging girls in computer science: gender differences in attitudes and beliefs about learning scratch and python

IF 3 Q1 EDUCATION & EDUCATIONAL RESEARCH Computer Science Education Pub Date : 2022-07-06 DOI:10.1080/08993408.2022.2095593
Christina Zdawczyk, Keisha Varma
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引用次数: 3

Abstract

ABSTRACT Background and Context A continued gender disparity has driven a need for effective interventions for recruiting girls to computer science. Prior research has demonstrated that middle school girls hold beliefs and attitudes that keep them from learning computer science, which can be mitigated through classroom design. Objective This study investigated whether programming environment design has a similar effect, to assess the potential utility of block-based programming (Scratch) for recruiting girls to computer science compared to traditional text-based programming (Python). Method One hundred and eighty-seven upper elementary and middle school students were surveyed to understand stereotype concern, sense of belonging, interest, and self-efficacy at baseline and after being shown each programming environment. Findings Results indicated that stereotype concern was high for girls across all three conditions. Significantly more girls than boys showed interest in learning computer science in Scratch compared to Python. Belonging, interest, and self-efficacy were inter-correlated for both genders. Implications Although girls demonstrated low self-efficacy across all conditions, more girls showed interest in learning to program through Scratch. Additionally, both girls and boys demonstrated higher self-efficacy in Scratch than in Python. This suggests that using block-based programming languages may be effective for recruiting girls to study computer science.
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让女孩参与计算机科学:学习scratch和python的态度和信念的性别差异
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来源期刊
Computer Science Education
Computer Science Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.90
自引率
3.70%
发文量
23
期刊介绍: Computer Science Education publishes high-quality papers with a specific focus on teaching and learning within the computing discipline. The journal seeks novel contributions that are accessible and of interest to researchers and practitioners alike. We invite work with learners of all ages and across both classroom and out-of-classroom learning contexts.
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