K-12

Girls in IT: The Facts (report)

Girls in IT: The Facts

Girls in IT: The Facts, sponsored by NCWIT's K-12 Alliance, is a synthesis of the existing literature on increasing girls’ participation in computing. It aims to bring together this latest research so that readers can gain a clearer and more coherent picture of 1) the current state of affairs for girls in computing, 2) the key barriers to increasing girls’ participation in these fields, and 3) promising practices for addressing these barriers.

NCWIT Award for Aspirations in Computing: Award Recipient

NCWIT Award for Aspirations in Computing: Award Recipient (Online Badge)

Display the "NCWIT Award for Aspirations in Computing: Award Recipient" badge at your site.

Types: Aspirations
NCWIT Aspirations in Computing Educator Award: Recipient

NCWIT Aspirations in Computing Educator Award: Recipient (Online Badge)

Display the "NCWIT Aspirations in Computing Educator Award: Recipient" badge at your site.

Types: Aspirations
NCWIT AspireIT: Grant Recipient

NCWIT AspireIT: Grant Recipient (Online Badge)

Display the "NCWIT AspireIT: Grant Recipient" badge at your site.

Types: Aspirations
 

Assessing Girls’ Interest, Confidence, and Participation in Computing Activities: Results for Globaloria in West Virginia

This report examines the effects of participation in Globaloria on girls' interests, confidence, and participation in computing activities by analyzing pre- and post- test data for Globaloria participants and enrollment data for Globaloria elective courses. Results demonstrate that outcomes of Globaloria participation among girls include an increase in several home computing activities for girls, and that total female enrollment in elective Globaloria courses is higher than the national average for female enrollment in computing courses.

AgentCubes-in-a-Box Cover

AgentCubes-in-a-Box: Introduce Computing Through Game Design

Introduce students to computer science through AgentCubes, a powerful and engaging 2-D and 3-D programming tool. By completing the lessons in this program-in-a-box your middle school students will learn to program their own games and simulation worlds, and in the process learn the fundamentals of computer science.

How Do You Introduce Computing in an Engaging Way? Globaloria: Students Designing Educational Games (Case Study 7)

Engage students not already drawn to computing by creating academic and social environments where these students feel like they belong. Students respond positively to solving real-life problems that draw on their existing knowledge and interests and that involve collaboration in hands-on projects. Globaloria is the country’s largest social learning network of schools and community centers using a game design curriculum to develop students’ digital literacies, computing knowledge, and global citizenship skills.

 

NCWIT Resources: Inspiring Girls to Pursue Careers in Information Technology

The February 2011 National Girls Collaborative Project Webinar, NCWIT Resources: Inspiring Girls to Pursue Careers in Information Technology, is archived at the NGCP website. This webcast highlights free materials and information for attracting more girls and underrepresented groups to computing and information technology and shares how formal and informal educators are using these resources to strengthen programming for girls. An archive of the webinar and the final powerpoint slides are available for viewing:

Types: Multimedia
Girls in IT: The Facts (infographic)

Girls in IT: The Facts Infographic

This attention-getting infographic summarizes the key findings from the Girls in IT report. Use this piece to raise awareness about ways to increase girls' participation in computing.

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Summaries of Selected Research of SSAB Members and Visitors to 2012 NCWIT Summit

Members of the Social Science Advisory Board (SSAB) support the National Center for Women & Information Technology (NCWIT) through their research and knowledge about women and information technology.  The depth and breadth of perspectives and approaches that SSAB members and visitors bring to the study of women and computing are illustrated in examples of their recent research projects.  In the research summaries that follow, we see expertise across social science fields, and theoretical and empirical issues and findings with implications for diversity and the full participation of wome

 

Get girls into computing: Free, evidence-based materials from the National Center for Women & Information Technology (published in Journal for Computing Teachers, Summer 2011)

This editor-reviewed article in the Journal for Computing Teachers, Summer 2011 Edition, provides a detailed overview of the many free, easy-to-use publications available online for educators interested in attracting more students to computing.

Gotta Have IT cover

Gotta Have IT

Gotta Have IT is an all-in-one computing resource kit designed with educators' needs in mind. A select set of high-quality posters, computing and careers information, digital media and more, the resource kit builds awareness and inspires interest in computing.

Gotta Have IT is for all students, but is especially inclusive of girls. Read more about these resources here.

Types: Other
Which computing pathway is right for me?

Which computing pathway is right for me?

This card, co-branded by the six founding PACE organizations, explains how computing interests and talents line up with different undergraduate courses of study and the careers that follow.

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