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1

Prottsman, Christie Lee Lili. "Computational Thinking and Women in Computer Science." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/11485.

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x, 40 p. : col. ill.
Though the first computer programmers were female, women currently make up only a quarter of the computing industry. This lack of diversity jeopardizes technical innovation, creativity and profitability. As demand for talented computing professionals grows, both academia and industry are seeking ways to reach out to groups of individuals who are underrepresented in computer science, the largest of which is women. Women are most likely to succeed in computer science when they are introduced to computing concepts as children and are exposed over a long period of time. In this paper I show that computational thinking (the art of abstraction and automation) can be introduced earlier than has been demonstrated before. Building on ideas being developed for the state of California, I have created an entertaining and engaging educational software prototype that makes primary concepts accessible down to the third grade level.
Committee in charge: Michal Young, Chairperson; Joanna Goode, Member
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2

Knickerbocker, Abby (Abby Anne) 1975. "Women in computer science : problems and solutions through technology." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/80086.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 1999.
Includes bibliographical references (leaves 102-109).
by Abby Knickerbocker.
M.Eng.
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3

Sader, Jennifer L. "Beyond the first "click" women graduate students in computer science /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1194040578.

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4

Sader, Jennifer Lynn. "Beyond the First “Click:” Women Graduate Students in Computer Science." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1194040578.

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5

Ochwa-Echel, James R. "Gender gap in computer science education : experiences of women in Uganda /." View abstract, 2005. http://wwwlib.umi.com/dissertations/fullcit/3191711.

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6

Condron, Linda S. "Tales of women in science and technology : how women computer scientists in engineering environments experience their professions /." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu148794815862573.

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7

Liu, Helen. "Women in Computer Science: A Pseudo-Cohort Analysis of the Technology Industry's Gender Gap." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/781.

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Labor economists have persistently observed a gender gap in both wages and employment within the STEM fields. The prevalence of sexism and the lack of female representation within the technology industry, in particular, has recently been the subject of much media attention. This study seeks to determine the extent of the wage and employment gender gap in this field by examining the labor market outcomes of people who graduated college with a degree in computer science. Using data from the American Community Survey (2009-2011), I compare the aforementioned gender gaps among people with a computer science degree to those among people with a male-dominated, female-dominated, or gender-mixed degree. I also attempt to ascertain if there is an age cohort effect on these gender gaps. I find that, for almost all labor market outcomes, the gender gap among those with a computer science degree is smaller than the gender gap among those with another degree. Furthermore, I find that the gender disparity for those with a computer science degree improves across age cohorts. I thus conclude that women who choose to pursue a degree in computer science actually experience greater equality in terms of wages and employment relative to women who choose to pursue a degree in another area of study. This may be attributed to the high workplace flexibility offered to those working in computer science occupations.
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Keinan, Eliana. "A New Frontier: But for Whom? An Analysis of the Micro-Computer and Women’s Declining Participation in Computer Science." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1466.

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Though women’s participation in science, technology, engineering, and mathematics (STEM) fields has greatly increased over the past 60 years, women’s participation in computer science peaked in the 1980s. The paper searches for key motivators for women entering computer science at the peak in order to isolate factors for the subsequent steep decline. A major finding of the paper is that having a computer at home is (weakly) statistically significant as a determinant for female students choosing to pursue computer science. This relationship is insignificant for students in other STEM and non-STEM fields. A final section of the paper examines employment in computing. There is some support to suggest that early exposure to computing is correlated with individuals, both male and female, subsequently using a computer at work.
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9

Geigner, Charles L. Hines Edward R. "Women and occupational choice a comparison of women in computing to women in a traditional female occupation /." Normal, Ill. Illinois State University, 2001. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064481.

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Thesis (Ph. D.)--Illinois State University, 2001.
Title from title page screen, viewed April 6, 2006. Dissertation Committee: Edward R. Hines (chair), Galen B. Crow, Mohamed Nurawaleh, David A. Strand, William L. Tolone. Includes bibliographical references (leaves 134-144) and abstract. Also available in print.
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10

Strong, Cynthia D. "Addressing the gender gap : teaching preadolescent girls computer networking concepts /." Online version of thesis, 2010. http://hdl.handle.net/1850/12239.

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11

Sterenberg, Gladys Yvonne, and University of Lethbridge Faculty of Education. "Women and computers : the feminine mystaque." Thesis, Lethbridge, Alta. : University of Lethbridge, Faculty of Education, 2000, 2000. http://hdl.handle.net/10133/142.

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Recent Canadian statistics have shown a dramatic decrease in women enrolling in computer science courses at the university level. This study presents quantitative and qualitative research that forms a profile of the family background, schooling experiences and personal characteristics of women who are successful computer science students at this level. Forty-five male and female technology students were surveyed to determine emerging gender differences and 4 females were interviewed. Contrary to previous studies, the lack of early and extensive computer experience did not limit these women. Recommendations for increasing female participation in computer culture include providing parents, teachers, and students with career information and improving critical problem solving skills in math instruction.
ix, 172 leaves ; 28 cm.
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12

Carr, Marian. "Looking at the video/computer games industry : what implications does gender socialisation have for women in counter-stereotypical careers?" Thesis, University of Huddersfield, 2015. http://eprints.hud.ac.uk/id/eprint/28330/.

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Figures show that the games industry remains a male dominated occupation. Anecdotally a link has been proposed between higher male consumption of platform-based games and career choices, though figures also show a higher female to male ratio in social networking games. This suggests that perhaps the type of gameplay may influence career choice. This study therefore interviews women who have chosen a counter-stereotypical gendered career pathway and who are students in Further Education and Higher Education who are in the process of making career choices, to understand better a potential link between gameplay and career choice. The key findings relate to the positive emotive language utilised by the participants, a suggested link between gameplay, the concept of a 'gamer' and the choice of the games industry as a career, and serious concerns of abusive online gaming behaviour experienced by females. By adopting a subtle realist approach this study found a strong emotive view of games and the games development courses created a quantifiable link to a career. A high level of identifiable traits, traditionally considered both masculine and feminine, suggested that an outmoded view of gender stereotypes also appeared to negatively affect career choice. From the findings further research is suggested in relation to experiences of females both within the industry and at secondary school. At a wider level this study suggests both games courses and the industry would benefit from incorporating both traditionally masculine and feminine traits as part of developing more effective and inclusive recruitment strategies. Finally further research is proposed regarding how games and the gaming community relate to females both as characters and as players.
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13

McCurdy, Eric R. "Discrimination as a Barrier to Diversity: Sexism and Microaggressions against African American Women in Computer Science and Engineering." University of Akron / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=akron158696994423105.

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14

Johnson, Michelle. "Recruiting and retaining women into the Management Information Systems and Computer Science majors at the University of Wisconsin-Eau Claire." Menomonie, WI : University of Wisconsin--Stout, 2004. http://www.uwstout.edu/lib/thesis/2004/2004johnsonm.pdf.

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15

Maddrey, Elizabeth. "The Effect of Problem-Solving Instruction on the Programming Self-Efficacy and Achievement of Introductory Computer Science Students." NSUWorks, 2011. http://nsuworks.nova.edu/gscis_etd/224.

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Research in academia and industry continues to identify a decline in enrollment in computer science. One major component of this decline in enrollment is a shortage of female students. The primary reasons for the gender gap presented in the research include lack of computer experience prior to their first year in college, misconceptions about the field, negative cultural stereotypes, lack of female mentors and role models, subtle discriminations in the classroom, and lack of self-confidence (Pollock, McCoy, Carberry, Hundigopal, & You, 2004). Male students are also leaving the field due to misconceptions about the field, negative cultural stereotypes, and a lack of self-confidence. Analysis of first year attrition revealed that one of the major challenges faced by students of both genders is a lack of problem-solving skills (Beaubouef, Lucas & Howatt, 2001; Olsen, 2005; Paxton & Mumey, 2001). The purpose of this study was to investigate whether specific, non-mathematical problem-solving instruction as part of introductory programming courses significantly increased computer programming self-efficacy and achievement of students. The results of this study showed that students in the experimental group had significantly higher achievement than students in the control group. While this shows statistical significance, due to the effect size and disordinal nature of the data between groups, care has to be taken in its interpretation. The study did not show significantly higher programming self-efficacy among the experimental students. There was not enough data collected to statistically analyze the effect of the treatment on self-efficacy and achievement by gender. However, differences in means were observed between the gender groups, with females in the experimental group demonstrating a higher than average degree of self-efficacy when compared with males in the experimental group and both genders in the control group. These results suggest that the treatment from this study may provide a gender-based increase in self-efficacy and future research should focus on exploring this possibility.
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Hrabe, David Paul. "Relationship development among chronically ill women in a computer-mediated environment." Diss., The University of Arizona, 2001. http://hdl.handle.net/10150/280117.

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The purpose of this study was to determine the stages and processes of relationship development in a computer-mediated support group. Using grounded theory methodology, a secondary data analysis was conducted of 22 weeks of textual message exchanges among 15 chronically ill women. The study's outcome is a new middle range theory, Connecting in Cyberspace. This theoretical framework is the first attempt to describe the processes and phases of a computer-mediated support group and is intended as a beginning guide for nursing practice in an electronic environment. Orienting is defined as the start-up period in which members experience techno-uncertainty and unsettled impressions of fellow group members. The next stage, Intensifying, evolves from orienting and represents overcoming the uncertainty of phase one. It is heralded by high messaging activity fueled by the novelty of communicating in a new environment and the ability to connect with others in similar situations. As Intensifying's excitement fades, the group enters a settling and blending period termed Integrating. Integration's focus is the group's work to support one another, share life events and suggest coping alternatives. In the Concluding phase, the group's task is to transition away from the official group experience and to determine what contact they will have with one another afterward. Six relationship processes were identified in the data. Maintaining is the process by which participants sustained functioning of the group. Committing, an affiliative process, involves giving back to the group, entrusting the group with significant personal information, providing explanations or updates about one's participation or situation and extending oneself to group members. Maintaining and Committing followed similar trajectories as they peaked in weeks three through six, then gradually declined until the group's termination. The secondary processes support functioning of the primary processes and remained constant throughout the operation of the group. Initiating is the process by which participants commence messages to each other while Responding processes are communication that reply to previous messages. Grouping is the participants' identification with the group. Terminating comments are expressions of appreciation and saying goodbye that function to transition members away from the group.
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Öigaard, Sandra. "Programming language & Gender." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45707.

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Once women were the pioneers within the tech industry, but during the last decades the amount of women who choose a career within computer science has decreased rapidly. Programming languages have evolved during the last decades and because of the growing gender gap in the industry, they have done so involuntarily in the absence of women. The imbalance raises the question if the tech industry and the programming languages have been adapted for a more masculine way of developing software. A quantitative study and a literature review evaluates if there is a need for a computerlanguage developed towards women. The study comes to the conclusion that there is no need for a female inspired computer language, but the way computer languages are taught suits the male way of thinking better than the female way.
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18

Brown, Sarah. "Providing Informational Support to HIV+ Women in a Virtual Environment: A Case Study Comparing the Effects of Virtual Reality and Paper Media for Content Delivery." Thesis, University of Cape Town, 2008. http://pubs.cs.uct.ac.za/archive/00000608/.

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South Africa has one of the highest HIV+ prevalence rates in the world [1]. Furthermore, social support is beneficial to HIV+ people. Informational support is a type of social support which is used to increase one’s knowledge base [2]. Hayes et al. state that informational support is especially beneficial for those in the early stages of HIV infection [3]. Computer technologies have been used successfully in providing informational support to their users. However, virtual reality (VR) is a relatively unexplored technology in South Africa, and we feel it is a highly appropriate medium for a context where users have little or no prior computing experience. Traditionally, computer interfaces require users to have a learned skillset, but a VR interface does not necessarily require this as it maps more directly to users’ natural interaction techniques with the real world. A key benefit of a virtual environment (VE) is the interactivity and user involvement that it offers through a high degree of navigation and interaction with objects [4]. VR may, initially, seem to be an expensive technology to use in a developing country but it is possible to make use of desktop VR on a consumer-grade PC relatively affordably. This dissertation presents a comparison of the effects of two media, VR and paper (i.e. pamphlets) in communicating supportive information to an HIV+ sample group. We created a VE to provide social and informational support for HIV+ people in the South African context. The design of the VE placed emphasis on creating a typically South African space which users could recognize and find familiar. Our research focused on two rooms containing virtual agents and points of possible interaction: the lounge and the kitchen. In the lounge, a HIV/Aids support group was simulated while the kitchen contained two areas which presented nutritional informational support: Diet and Cleanliness & Hygiene. We conducted a pre- post-test study with 22 HIV+ women at two clinics in Cape Town. Participants were randomly assigned into one of three groups. One group experienced the informational VE (VE), one group received information pamphlets (Text), the control group who received no information until the end of the study (Ctrl). Participants attended three experiment meetings over a five week period. Participants completed two 3-day food diaries and completed questionnaires that provided measurement for two sets of variables: Food Safety Behaviours (a measure of knowledge of correct food and water safety practices to prevent food-borne illnesses) and Dietary Quality (measure of the diet quality – in terms of quantity, variety, water intake and vitamin supplements, as well as specific food items for the prevention of stomach ailments, a common complaint of HIV infection). While we found no differences between the Text and Ctrl groups, the VE group showed a significant improvement in consuming two (of three) specific food items recommended for the prevention of stomach complaints. This is a particularly striking result given that more than half the participants stated that they routinely did not have enough money to buy food let alone specific healthy foods. The area that contained the information related to stomach complaints was the last imagery experienced by all VE participants. That it was the only area that showed improvement highlights how careful VE authors should be in choosing the actual content for the environment, as well as how that content is delivered. Despite very minimal computing experience and only short training sessions, all participants mentioned that they found the VE easy to use and enjoyed their experience of it. Our results show that VR can indeed be used to deliver informational content to HIV+ women in South Africa.
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Jemmali, Chaima. "May's Journey: A serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/455.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18-year-old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can identify with,embedded in a relevant story. Our design process was based on our research on young female preferences in games and current teaching techniques for programming.Each decision we made whether for the teaching content, the art style, or the game mechanics and the techniques used to develop this game are motivated by the goal of making programming more appealing and interesting for girls. For this, we developed our own pseudo-code language in order to provide an interface that bridges the gap between drag and drop approach and real programming and introduce typing as part of the experience. We tested our game with 10 teenagers aged from 14 to 17 years old for educational content. We were pleased to see how engaged with the game they were. Overall, the testing results were mostly as expected. The players liked the game (rated 4.8 out of 6) and all of them wanted to play more of it. They all felt that they learned something and 8 of them expressed the will to learn more about programming. Unfortunately, the sample of players is too small to generalize our results so we plan to take the feedback into account, iterate and test it again with a larger study group and get conclusive results. Working on this project has allowed us to understand the importance of iterative design and early playtest feedback. We have also learned the importance of tutorials in games and how that might completely change the users’ experience. Finally, a crucial point was the importance of the UI helpers and targeted feedback in serious games.
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Kraft, Steven M. "Characterization of the mechanical behavior of a twill dutch woven wire mesh." Honors in the Major Thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1438.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Mechanical Engineering
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21

Pack, Alicia. "New Media Photographic Representations of Women`s Collegiate Volleyball: Game Faces, Action Shots, and Equipment." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3278.

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Researchers consistently find that mainstream media often represent women athletes in stereotypical ways including trivialization, sexualization, infantilization, passivity, and utilization of camera down-angles. However, research on new media's visual representation of women athletes is still in its infancy. This study adds to the growing literature on new media's representation of women athletes and concurs with previous findings suggesting that new media might be an outlet that can counter old media gender stereotypes. This thesis used mixed methods of qualitative content analysis and photovoice in order to better understand how Big East volleyball players are represented in photographs on websites: Instances of stereotypes were few, action shots were numerous, and "extreme game faces" emerged as a new category for the visual representation of women athletes. These results might suggest that new media, specifically collegiate athletics' websites and volleyball fans, might defy traditional media's stereotypical gender representations. This thesis found that Big East women volleyball players were, overall, visually represented positively by NCAA.com, BigEast.org, Big East member schools' collegiate athletics websites, and fans of the University of South Florida's volleyball team during, and shortly after, the 2010 season.
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Kraft, Steven. "The Characterization of the Effects of Stress Concentrations on the Mechanical Behavior of a Micronic Woven Wire Mesh." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5655.

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Woven structures are steadily emerging as excellent reinforcing components in dual-phase composite materials subjected to multiaxial loads, thermal shock, and aggressive reactants in the environment. Metallic woven wire mesh materials display good ductility and relatively high specific strength and specific resilience. While use of this class of materials is rapidly expanding, significant gaps in mechanical behavior classification remain. This thesis works to address the mechanics of material knowledge gap that exists for characterizing the behavior of a metallic woven structure, composed of stainless steel wires on the order of 25 microns in diameter, and subjected to various loading conditions and stress risers. Uniaxial and biaxial tensile experiments, employing Digital Image Correlation (DIC) as a strain measurement tool, are conducted on woven wire mesh specimens incised in various material orientations, and with various notch geometries. Experimental results, supported by an ample analytic modeling effort, indicate that an orthotropic elastic constitutive model is reasonably capable of governing the macro-scale elasticity of the subject material. Also, the Stress Concentration Factor (SCF) associated with various notch geometries is documented experimentally and analytically, and it is shown that the degree of stress concentration is dependent on both notch and material orientation. The Finite Element Method (FEM) is employed on the macro-scale to expand the experimental test matrix, and to judge the effects of a homogenization assumption when modeling metallic woven structures. Additionally, plasticity of the stainless steel woven wire mesh is considered through experimental determination of the yield surface, and a thorough analytic modeling effort resulting in a modified form of the Hill yield criterion. Finally, meso-scale plasticity of the woven structure is considered, and the form of a multi-scale failure criterion is proposed and exercised numerically.
M.S.M.E.
Masters
Mechanical and Aerospace Engineering
Engineering and Computer Science
Mechanical Engineering; Mechanical Systems
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Rahimi, Noshad. "Developing a Mixed-Methods Method to Model Elderly Health Technology Adoption with Fuzzy Cognitive Map, and Its Application in Adoption of Remote Health Monitoring Technologies by Elderly Women." Thesis, Portland State University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10840581.

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Providing healthcare to the ever-rising elderly population has become a severe challenge and a top priority. Emerging innovations in healthcare, such as remote health monitoring technologies, promise to provide a better quality of care and reduce the cost of healthcare. However, many elderly people reject healthcare innovations. This lack of adoption constitutes a big practical problem because it keeps the elderly from benefiting from technology advances. The phenomenon is even more pronounced among elderly women, who represent the majority of the elderly population.

A plethora of studies in the field of technology adoption resulted in sound, but highly generalized theories that are too parsimonious to provide practical insight into the phenomenon of elderly healthcare technology adoption (EHTA). There is a call to arms for novel approaches that facilitate the creation of models that expand technology adoption theories to the specifics of EHTA. This dissertation is a response to this call to arms, and it contributes to modeling practice in the EHTA field. It uses fuzzy cognitive mapping to design a novel mixed-methods modeling approach. Since elderly women constitute the majority of the elderly population, this dissertation treats elderly women’s health technology adoption (EWHTA) as the case-in-point.

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Lima, Fabiane Alves de. "Mulheres na tecnociência: depoimentos e vivências de mulheres nos cursos de computação da Universidade Tecnológica Federal do Paraná." Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1007.

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Este trabalho apresenta um estudo em relações de gênero na Computação. Com base na literatura, assume-se que a computação vem sendo historicamente construída entorno da masculinidade normativa, de modo que os estereótipos que propaga são altamente eficazes na manutenção de barreiras que dificultam a participação plena de mulheres e outras minorias. Estas barreiras são ilustradas por meio de estudos de sua história, pela forma como se deu a profissionalização da área, e, consequentemente, pela exclusão e invisibilização paulatina das mulheres atuantes. Para tanto, se embasa na literatura a respeito da história da tecnociência, na história da computação, nos estudos em Ciência, Tecnologia e Sociedade, e nos estudos de gênero. A abordagem metodológica utilizada nesta pesquisa é a de entrevistas, por meio das quais algumas mulheres — estudantes e professoras dos cursos de computação da Universidade Tecnológica Federal do Paraná — puderam externar suas vivências, preocupações, e percalços pelos quais passam ou passaram como minoria em cursos tão marcados por estereótipos de gênero, como é o caso dos cursos de Computação. A intenção destas entrevistas é verificar na prática se os estudos a respeito das mulheres na tecnociência se confirmam no contexto específico da Universidade Tecnológica Federal do Paraná.
This work presents a study on gender relations in Computing. Based on the literature, we assume that Computing has been historically build around the normative notion of masculinity, so it propagates stereotypes that are highly effective in maintaining the barriers that hinder the full participation of women and other minorities. These barriers are illustrated by studies in its history, by the way that the professionalization of the area has been made, and hence the gradual exclusion and invisibility of the active women. To do so, this work was grounded in the literature on the history of technoscience, on the history of Computing, on the studies on Science, Technology and Society, and on gender studies. The methodological approach used in this research was the interview, through wich some women — students and professors of Computing courses at Federal Technological University of Paraná — could express their experiences, concerns, and mishaps through which they pass or passed as a minority in courses as marked by gender stereotypes, such as courses in Computing. The intent of these interviews is to verify in practice the studies concerning women in technoscience are confirmed in the specific context of the Federal Technological University of Paraná.
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Pau, Reena. "Experiential factors which influence how female students perceive computing and computing careers at different stages in their education." Thesis, University of Southampton, 2009. https://eprints.soton.ac.uk/159613/.

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The declining numbers of women in computing is a cause for concern for those in education and the IT industry alike. The need for a diverse workforce is necessary in order to have a creative balance in the IT Industry. The reasons for this decline are varied and can be attributed to factors such as the media, schooling or parental influences. This thesis specifically investigates how young people experience computers both in school and out of school, and how this influences the way in which they perceive the IT industry as well as its impact on career decisions. Questionnaires were used to provide statistical outcomes, and interviews were conducted to probe deeper into the thoughts and feelings of GCSE level, A-level and degree-level male and female participants. It was clear from the results of the study that both male and female students have very different experiences of computing, which inform their perceptions of the IT industry, whilst role models, such as parents, influence career decisions. It was clear that where female students had a positive and exploratory experience of computers and positive role models, they were more likely to consider computing as a career. It was also significant that out of school experiences, which differed between the genders, proved to be the most influential.
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Nguema, Ndong Arland. "Investigating the Role of the Internet in Women and Minority STEM Participation: A Case Study of Two Florida Engineering Programs." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3734.

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Despite our awareness of the fascination modern humans have with the Internet, little is known about how and why colleges and universities create and maintain Websites. At the most general level, in this case study, I hypothesize that university Websites serve as communication and marketing tools in attracting students. At the most specific level, I postulate that civil engineering programs with Web pages depicting images of women and minorities would be more successful in recruiting and retaining women and students of color than civil engineering programs with Web pages displaying fewer or no images of women and minorities. The primary goal of this case study was to examine the relationships between Website information content and the recruitment and retention of women and minority pre-civil engineering students. The second, but equally important, goal was to investigate the reason(s) why, despite efforts to recruit and retain individuals from disenfranchised populations into STEM majors, students from these groups not only remain underrepresented in engineering, but leave this discipline at a much higher rate than their non-minority male counterparts. This case study focused on two Florida state university civil engineering programs and drew on ethnographic research methods. I used interviews, focus groups, Web pages, demographic sheets, and observations to examine the relationships between Website content and access to undergraduate civil engineering programs for women and students of color. The study sample involved 40 respondents, including pre-civil engineering students, civil engineering professors, and university administrators. Research findings suggested that Internet marketing has become a key strategy used by civil engineering programs in recruiting and retaining students from underrepresented groups. Additionally, the study revealed that both prospective and pre-civil engineering students use departmental Websites for communication and enrollment purposes. Last, but certainly not least, the study found that online climate is a significant factor in the recruitment and retention of women and students of color in civil engineering programs.
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Hippler, Rachelle Kristof. "Computing-based Self-esteem: The Interplay of Competence and Worthiness." Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1491331999463534.

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Holifield, Steven Lee. "Mathematics, technology, and gender: Closing gender differences with a high school web site." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1871.

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This project focuses on using technology to help motivate young females to make use of a high school web site to lesson anxieties and increase interest in mathematics and the use of technology. Additionally, it acts as a model to create an educational web site that brings about better communication within a community.
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Peebo, Jeanna, and Alexandra Kosovic. "GSM Based Technology as a Tool to Reach Higher Financial Inclusion in Rural Areas : The Digitising of Savings Groups." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260147.

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Digital aid to increase financial inclusion in developing countries is an increasing area of interest growing together with the global expansion of mobile phone penetration. This paper analyzes technical, social and financial aspects of the possibility of digitizing Xitique, a local community-based microfinance model in rural Mozambique. The aim was to understand the technical requirements of building a GSM based application while preserving cultural importance and the native features of the Xitique savings method. Data was gathered through field studies, where technical experts and the target group, being rural women, provided extensive contributions for the thesis’ findings. The results proved substantial evidence supporting the motive of developing a Xitique application from both a social as well as economic perspective. This was supported by the expressed customer demand that, as part of the result, emanated in a prototype and sustainable Social Business Model for the Xitique application’s service
Användning av digitala hjälpmedel för att öka ekonomiska inkludering i utvecklingsländer är ett växande intresseområde som tilltar tillsammans med den globala expansionen av mobilanvändning. I denna rapport analyseras tekniska, sociala och finansiella aspekter av möjligheten att digitalisera Xitique, en lokal samhällsbaserad mikrofinansmodell på landsbygden i Moçambique. Syftet med arbetet var att förstå de tekniska kraven för en GSM-baserad applikation och hur kulturell betydelse bäst kunde bevaras genom den digitala imitationen av de existerande metoderna som används i den traditionella Xitiquen. Data samlades genom fältstudier där tekniska experter och målgruppen, kvinnor på landsbygden, gav omfattande bidrag till avhandlingens resultat. Resultatet visade att det fanns väsentliga bevis som stöder motivet att utveckla en Xitique-applikation från både ett socialt som ekonomiskt perspektiv. Detta understödjs vidare av den uttryckta efterfrågan hos kvinnorna, som en del av resultatet, ledde till en prototyp och en hållbar social affärsmodell för en Xitique-applikation.
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Ragsdale, Scott. "Pursuing and Completing an Undergraduate Computing Degree from a Female Perspective: A Quantitative and Qualitative Approach." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/279.

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The computing profession in the United States would benefit from an increasingly diverse workforce, specifically a larger female presence, because a more gender-balanced workforce would likely result in better technological solutions to difficulties in many areas of American life. However, to achieve this balance, more women with a solid educational foundation in computing need to enter the computing workplace. Yet a common problem is most colleges and universities offering computer-related degrees have found it challenging to attract females to their programs. Also, the women who begin a computing major have shown a higher tendency than men to leave the major. The combination of these factors has resulted in a low percentage of females graduating with a computing degree, providing one plausible explanation for the current gender imbalance in the computing profession. It is readily apparent that female enrollment and retention must be improved to increase female graduation percentages. Although recruiting women into computing and keeping them in it has been problematic, there are some who decide to pursue a computer-related degree and successfully finish. The study focused on this special group of women who provided their insight into the pursuit and completion of an undergraduate computing degree. It is hoped that the knowledge acquired from this research will inspire and encourage more women to consider the field of computing and to seek an education in it. Also, the information gathered in this study may prove valuable to recruiters, professors, and administrators in computing academia. Recruiters will have a better awareness of the factors that direct women toward computing, which may lead to better recruitment strategies. Having a better awareness of the factors that contribute to persistence will provide professors and administrators with information that can help create better methods of encouraging females to continue rather than leave. The investigation used a sequential explanatory methodology to explore how a woman determined to pursue an undergraduate computing major and to persevere within it until attaining a degree.
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Castelini, Pricila. "Mulheres ma computação: percepções, memórias e participação de estudantes e egressas." Universidade Tecnológica Federal do Paraná, 2018. http://repositorio.utfpr.edu.br/jspui/handle/1/2944.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Pesquisas do Instituto Nacional de Estudos e Pesquisas Educacionais (INEP), Censo da Educação Superior, Teses e Dissertações, apontam que os cursos de graduação na área de Computação são os com menor número de mulheres matriculadas. Assim, para compreender quais os fatores para esta disparidade, foram propostas, nesta pesquisa, três oficinas com estudantes e egressas de cursos da área de computação de uma universidade federal: a primeira foi uma atividade presencial com estudantes da área de Computação para entender as percepções e memórias destas pessoas; a segunda também foi uma atividade presencial com este mesmo intuito, porém, com egressas de Bacharelado em Sistemas de Informação (BSI) e Engenharia de Computação (EC); e a terceira, um espaço virtual para promover a participação e discussão sobre as memórias das egressas. Para essas três oficinas, utilizou-se uma prática de Design Participativo (DP), a Oficina de Futuro. O Design Participativo proporcionou que cada uma das atividades tivesse o desenvolvimento conduzido de forma diferente, pois a proposta de DP permitiu que as práticas fossem organizadas colaborativamente pelos participantes, o que difere dos dados obtidos por questionários, por exemplo. Os resultados destas aproximações trazem as percepções e memórias de estudantes e egressas sobre a participação de mulheres na área de Computação. Estes resultados encaminham que cabe à sociedade e à comunidade acadêmica promover discussões para a implementação de política de cotas para gêneros, promover mudanças, apontando para a igualdade de gênero, no ambiente escolar, no mercado de trabalho e nos papéis sociais.
In researches of National Institute for Educational Studies and Research (NIES), Higher Education Census, Theses and Dissertation, it was observed that undergraduate courses in Computing are those with fewer women enrolled. Accessing such information identifies that quantify data about women participation in Computing area is insufficient. Thus, to comprehend which factors to this disparity has proposed three workshops: first face-to-face workshop with students of Computing area; second also a workshop, however, with recent grads of Bachelor of Information Systems and Computer Engineering; and third a virtual space for collaboration on topics that involve the women participation in Computing, remote mode, in corais.org plataform, three workshops were with students and recent grads from the same Institution – Federal Technological University of Paraná – in Curitiba. The three workshops used Participatory Design (PD) practice - future workshop, however in each of them the development was different, because (PD) allowed that participants organized the approach collaboratively. The results bring perceptions and memories of students and recent grad about women participation in Computing, and these results point out that is up to society and to University, to promote discussions to implementing genre quotas, changes since childhood, at school, and the participation of parents and all the society; it is necessary to point to gender equality; labor market; opportunities; destruction of gender categories and the development of public policy for equity.
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Parslow, Michelle Lisa. "Women, science and technology : the genealogy of women writing utopian science fiction." Thesis, University of Exeter, 2010. http://hdl.handle.net/10036/3058.

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For centuries utopian and science fiction has allowed women to engage with dominant discourses, especially those which have been defined as the “domain” of men. Feminist scholars have often characterized this genealogy as one which begins with the destabilization of Enlightenment ideals of the rational subject in the Romantic Revolution, with the publication of Mary Shelley’s Frankenstein (1818) in particular. This thesis demonstrates that there has in fact been an enduring history of women’s cognitive and rational attempts to explore key discourses such as science, technology and architecture through Reason, as opposed to rage. This is a genealogy of women writing utopian science fiction that is best illuminated through Darko Suvin’s of the novum. Chapter One reveals how the innovative utopian visions of Margaret Cavendish (1626-1673) proffer a highly rational and feminist critique of seventeenth-century experimental science. Chapter Two demonstrates how Sarah Scott’s Millenium Hall (1762) explored the socio-political significance of the monstrous-looking “human” body some fifty years before Shelley’s Frankenstein. Following this, Chapter Three re-reads Frankenstein in light of the early nineteenth century zeitgeist of laissez-faire economics, technological advancement and global imperialism and argues that these were also the concerns of other utopian science fiction works by women, such as Jane Loudon’s The Mummy! (1827). Chapter Four analyses how the function of the novum is integral to L.T. Meade’s (1854-1915) depictions of male/female interaction in the scientific field. Chapter Five considers how important it is to acknowledge the materialist concern with popular science that informs texts such as Joanna Russ’s The Female Man (1975) and Pat Cadigan’s cyberpunk novel Synners (1991). This is the history of how women have used the form of utopian science fiction as a means with which to present a rational female voice. In addition to the historical works by women, it employs a range of utopian and science fiction theory from Suvin and Fredric Jameson to historical and contemporary feminism.
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Anderson, Kathleen J. "Women and computer mediated conferencing." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0004/MQ34446.pdf.

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34

Ghezzi, Beverley J. "Women and science in Japan." Thesis, McGill University, 1993. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=68094.

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In recent years, very few Japanese women have entered the fields of science and technology despite the fact that Japan has specialized in these areas. This study attempts to develop a preliminary profile of those women who have despite odds, made careers in science. Generally, these women were found to come from families of high socio-economic status. These families had socialization patterns typical of middle and upper classes which included the teaching of universal, rather than of local, values, little sex-stereotyping, non-arbitrary verbal communication between generations, and field-independent views.
Families of respondents valued education and were interested in science. In many cases they included persons who were causal and creative. Familial males shared their activities with respondents and familial females modelled an independent, nonpassive role. Respondents often had their first positive science experience within the family, but there were also teachers, primarily at secondary and university levels, who encouraged them. In addition, critical experiences and role models also influenced them. Role models were sometimes persons the respondents knew; in other cases, they were literary figures.
In spite of frustrations and some gender discrimination in the workplace, respondents for the most part are happy to have chosen science as their profession.
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Seendani, Ajmal. "TEACHING COMPUTER SCIENCE WITHOUT COMPUTER : Teaching Computer Science in Afghan Secondary Schools." Thesis, Karlstads universitet, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32350.

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Computers have become so significant in todays’ world, most of the people use such kind of technology for different purposes in their life: such as computing, designing, calculation and so on. This kind of technology can help the teachers and students in learning process, or we can say that they can be used as a facilitator of the learning process. This study circulates on how the teachers teach computer science in Afghan schools grade (10 to 12), although there are no computers in the classrooms and students just have textbooks for learning computer science. The teachers teach computer theoretically. The study was conducted in 30 schools of six provinces of Afghanistan, the study was conducted based on quantitative research method using questionnaire for both teachers and students, because of security and some cultural problems just a few female teachers and students participated in the study and filling the questionnaires . The study found that majority of teachers and more than half of the students believed that computer science is important in all parts of life; majority of the participants has no access to computers in their schools. Because of having no access to computers textbooks of CS are taught through lecture and group work methods. Additionally, teachers believed that textbooks of CS is useful but have some problems and students believed that these textbooks are so useful. Finally, both teachers and students in this study have faced many problems in the field of CS, so MoE should undertake their problems and provide facilities such as computer labs, professional teachers and so on.
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Hughes, Leigh A. "Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147.

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37

Firstenberg, Lisa. "The Museum of Women and Science." College Park, Md. : University of Maryland, 2005. http://hdl.handle.net/1903/2983.

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Thesis (M. Arch.) -- University of Maryland, College Park, 2005.
Thesis research directed by: School of Architecture, Planning and Preservation Architecture. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Harris, Eileen Ophelia. "An exploration of the career goals of undergraduate physical science students : where are the women in science?" Thesis, McGill University, 1990. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=60024.

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This study explored variables affecting and factors related to the career choices of female and male undergraduate physical science students. The variables that were examined are self-confidence, career values and attributions. Included in the examination of career plans was an attempt to establish enrollment patterns in honours and major physical science departments at McGill University. Results indicated that there was a decline in the enrollment rate for women in all science programmes (except for geology) and an increase in enrollment for males in all programmes (except for geology and physics). Contrary to previous findings, the results suggested that women in science programmes wish to remain in science or science-related occupations. While there were no conclusive findings for the variables affecting career planning, the results did reveal a pattern of gender differences that resembled gender role stereotypes.
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Xydias, Christina V. "Women Representing Women?: Pathways to Substantive Representation." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1269445382.

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40

Mulvanity, Laura Mathis. "Women in science stories from the margins /." Click here to access dissertation, 2008. http://www.georgiasouthern.edu/etd/archive/spring2008/laura_m_mulvanity/mulvanity_laura_m_200801_edd.pdf.

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Thesis (Ed.D.)--Georgia Southern University, 2008.
"A dissertation submitted to the Graduate Faculty of Georgia Southern University in partial fulfillment of the requirements for the degree Doctor of Education." Under the direction of John Weaver. ETD. Electronic version approved: May 2008. Includes bibliographical references (p. 139-149)
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Bevan, Valerie M. "Positioning women in science : knowing her place." Thesis, Lancaster University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.538603.

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42

Shaw, Debra Benita. "The feminist perspective : women writing science fiction." Thesis, University of East Anglia, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386254.

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43

Locklair, Gary H. "Foundations of Computer Science A Survey of Computer Science via its Grand Ideas." NSUWorks, 2002. http://nsuworks.nova.edu/gscis_etd/680.

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This dissertation constitutes findings on research into the grand ideas of computer science and a philosophical framework for the grand ideas. By way of illustration, this dissertation is in the form of a college-level text meant to demonstrate both the grand ideas of computer science and a potential framework for them. The text is a sophisticated survey of the foundational concepts which form the basis of computer science. The text may serve as an introduction to computer science for those new to the discipline and also as a concise review of topics for those familiar with the discipline. The text is broken down into four units: the overview, the user's view, the functional view and the foundational view. The entire text and each of the first three units follows a spiral approach. The first three units present ideas in a top-down fashion (i.e., levels of increasing abstraction). The final unit presents ideas in a bottom-up fashion. Incorporated throughout the text are principles derived from the liberal arts, especially the notion of the trivium. The grand ideas of computer science are introduced through the use of "guiding questions" for each unit.
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Hartman, Danielle. "In Pursuit of Women Scientists: Using Science Plays to Promote Women Entering STEM Disciplines." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4091.

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Higher education currently seeks to increase female enrollment in STEM. Women face many challenges attempting to breach this male dominated arena with misconceptions, gender stereotypes, and few female role models. With the recent trend in higher education to encourage more women to enter the STEM disciplines and K-12 schools cutting funding for arts programs, theatre may be losing its value in the education system. The value of interdisciplinary studies is beginning to be forgotten during the grade school years as school boards battle budget cuts, but we can remind society of it through science plays. Theatre artists use other disciplines such as psychology, history, and science to enhance their work, but I argue that theatre can also help promote the needs of other disciplines. Science plays have become increasingly popular over the last two and a half decades and have done much for theatre. Science plays can assist in addressing the issues facing women attempting to enter STEM disciplines. The majority of science plays feature historical people and can therefore provide the much needed role models and address the other issues and misconceptions. To do this, science plays featuring women should target middle and high school girls as well as their teachers, parents, and guidance counselors who often discourage girls from pursing STEM interests.
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Stevens, William Eugene. "Computer Science Teacher Certification And Student Success on the Advanced Placement Computer Science Examinations." NSUWorks, 1991. http://nsuworks.nova.edu/gscis_etd/861.

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46

Sauls, Jaimie Elizabeth. "Changing Perceptions of Computer Science." Thesis, The University of Arizona, 2012. http://hdl.handle.net/10150/244791.

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Students misperceive computer science as only programming; such misperceptions may contribute to students' negative views and reluctance to join this field of study. The Laboratory for Computer Science creates online lessons for high school students that introduce computing theories in an interactive way. A study was conducted to examine how students' perceptions of computer science change upon completion of these labs. The focus of the study is on the student's perspective of computer science and their place in the field irrespective of their identification with a specific minority group. Identifying whether the stigmas of stereotypes are present with the students that experience these lessons and whether a deeper knowledge of the underlying theories in computer science will change these views is the goal. Based on the student feedback from this study, a standardized method of developing and organizing these student labs was proposed and used to create a series of four labs on Little's Law.
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Behnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.

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This thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.

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Bewley, Samantha. "High School Computer Science Education." Thesis, Villanova University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13426311.

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One of the challenges in the field of computer science is teaching the subject at the high school level. Thirteen computer science teachers, one technology teacher and one department chair for technology were interviewed to determine how they thought computer science education could be improved at the high school level. The qualitative research addressed curriculum, professional development, educational computer science standards and frameworks, technology, and pedagogy. Institutional Review Board approval was obtained for the research. Nvivo was used to analyze the interviews. When the results were compiled, many teachers were concerned that there were low numbers of students interested in computer science. Having low numbers or students enrolled in computer science classes contribute to low numbers of computer science teachers. Different way to address these problems are proposed.

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Pickrell, Nathan. "Efficiently managing the computer engineering and Computer Science labs." Thesis, California State University, Long Beach, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1522647.

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University lab environments are handled differently than corporate, government, and commercial Information Technology (IT) environments. While all environments have the common issues of scalability and cross-platform interoperability, educational lab environments must additionally handle student permissions, student files, student printing, and special education labs. The emphasis is on uniformity across lab machines for a uniform course curriculum.

This thesis construes how a specific set of Computer Science labs are maintained. It describes how documentation is maintained, how the lab infrastructure is setup, how the technicians managing the lab build master lab images, how all of the workstations in the lab are cloned, and how a portion of the maintenance is handled. Additionally, this paper also describes some of the specialty labs provided for courses with functional topics.

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Watson, Jason. "Monitoring computer-based training over computer networks." Thesis, University of Huddersfield, 1999. http://eprints.hud.ac.uk/id/eprint/6910/.

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As time is becoming an ever more precious commodity in today's workplace, effective training is also taking on an increasingly important role, but finding the time to train today's workforce is becoming increasingly difficult. With employees in diverse locations across the country and across the world and some working from home, on the road or "hot-desking" we have to take a new approach to training. Fortunately computer-based training can solve many of the traditional problems such as the need to bring all trainees together in the same location at the same time. With today's sophisticated computer-based training applications motivated employees can train where they want, at home or at work, and when they want, at lunchtime or after work. However, there is also a basic legal and pedagogical requirement to record who has been trained and in what. This is very easy in a traditional training scenario, but much more difficult in today's training environments. This problem is currently the major obstacle to the widespread adoption of computer-based training, and looking for a solution to these problems was the aim of this research. This research began by investigating the processes used by multimedia developers when creating Computer Based Training (CBT) applications, identifying the current methodologies, techniques and tools that they use. Very quickly it was easy to see that developers use a whole range of development tools and that their expertise is primarily in the design of training applications, not in programming. Similarly the students want credit for the training that they undergo but do not want to be distracted by an intrusive monitoring system. The role of the Training Manager is equally important. He or she needs to be able to quickly assess the situation of an individual or a group of students and take remedial action where necessary. Balancing all of these needs in a single generic solution to the monitored training problem was the single biggest challenge. This research has addressed these important problems and has developed a solution that permits the monitoring of student training progress in any location and at any time in a way that is totally transparent to the user. The author integrates this additional functionality into a new or existing training through a drag-and-drop interface which is very easy to use, creating a monitoring experience which is totally transparent to the trainee and the Training Manager receives a summary database of student progress. Specifically the system uses a library of C++ functions that interface to Authorware, Director, Toolbook or a C++ application. The functions permit an author to open a monitoring database at the start of a training session and close it at the end. Whilst the database is open we can record any data that we require regarding student progress and performance. On closing the session the resulting database is sent to a central collation point using FTP. Students are identified automatically through their IP address, from their network login or ask them to logon to the training session manually. The system can write any database format that is required and if the network is unavailable when the session ends the database will be saved locally until the next training session. At the central collation point a specially written application takes the many databases created by individual training sessions and collates them into one large database that can be queried by the training manager. Small trials were initially performed with a prototype system at the collaborating company, CBL Technology Ltd, which in turn led to larger trials at both Cable and Wireless Communication PLC and the University of Huddersfield. In these trials authors of CBT applications found the system extremely easy to integrate into their applications and the training managers and course leaders responsible for training outcomes, found the feedback on student performance, that the system provided, invaluable. This research had demonstrated that it is possible to create a generic monitored training solution that balances the needs of the trainee, the author and the Training Manager. Trainees can train at any time, anywhere in the world, over the Internet or from CDROM and a training manager can monitor their progress provided that at some time they connect to a computer network.
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