Resources

Military Pathway to IT and Computing Careers

Military Pathway to IT and Computing Careers

Part of Counselors for Computing, this card connect students' interests with opportunities in IT and computing that can be achieved through military service and beyond. Information about IT military assignments is linked to future jobs and salaries. Counselors for Computing (C4C) is a project of the NCWIT K-12 Alliance, made possible by the Merck Company Foundation.

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Supervising-in-a-Box Series: Full Series

Employees report that the supervisory relationship is one of the most significant factors in their decision to leave or stay with an organization. Are you, as a supervisor, adequately prepared for this responsibility?

Even if your institution already has a formal training program for supervisors, use Supervising-in-a-Box to create highly productive teams that reduce employee turnover, capitalize on diverse innovative thinking, and ultimately strengthen their bottom lines.

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Top 10 Ways to Increase Girls' Participation in Computing Competitions

Are you interested in getting more girls involved in your computing competition? This Top 10 resource offers simple suggestions to make your competition appeal to a wider range of participants. Taking these steps will benefit all students and help make your event a success. 

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How Do You Introduce Computing in an Engaging Way? Snap, Create, and Share with Scratch (Case Study 5)

How Do You Introduce Computing in an Engaging Way? Snap, Create, and Share with Scratch (Case Study 5)

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. Scratch is a free “media rich programming environment” in which novice programmers can quickly express their creativity while learning computational thinking.

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.

Pair Programming-in-a-Box: The Power of Collaborative Learning

Pair Programming-in-a-Box: The Power of Collaborative Learning

Pair programming is a collaborative learning method in which students program in pairs instead of individually. This approach significantly improves college students' programming competency and increases the likelihood that both male and female students become and remain computer science majors. During pair programming, students work in tandem at one computer while completing regular programming assignments. The "driver" controls the mouse and keyboard while the "navigator" makes suggestions, points out errors, and asks questions.

How Do You Support Completion of Graduate Degrees and Engender Commitment to a Research Career? Advisor as Steward of the Discipline (Case Study 1)

How Do You Support Completion of Graduate Degrees and Engender Commitment to a Research Career? Advisor as Steward of the Discipline (Case Study 1)

Students most likely to complete their graduate studies are those who are viewed as junior colleagues in a positive relationship with their advisors and who are well integrated into their department’s or lab’s intellectual community. Where one woman graduate student finds support and guidance from her advisor, another is stifled by her advisor’s inconsistent and inappropriate behavior. Systems of accountability, together with trained and caring advisors, increase the chances that doctoral students will successfully navigate the path to research careers.

By the Numbers

NCWIT's Women in IT: By the Numbers presents the most compelling statistics on women's participation in IT on a single page.

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.

Networking and Access to Social Capital: A Review of Research Literature on Women's Entrepreneurship in the Information Technology Field

Entrepreneurial Series Report #4 summarizes research literature on women's entrepreneurship in the information technology field with a focus on networking and access to social capital.

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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.

How Do You Introduce Computing in an Engaging Way? Storytelling (Case Study 1)

How Do You Introduce Computing in an Engaging Way? Storytelling (Case Study 1)

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. By focusing on problem-solving skills, the computer programming environment “Learning to Program with Alice” takes a new approach that helps students see programming as a series of causal relationships.

Promising Practices Catalog

Promising Practices Catalog

This document presents very brief summaries of promising and effective practices identified by NCWIT social scientists and will evolve as more practices are developed and recognized. The practices summarized here aim to 1) Increase the numbers of girls and women in computing. They have goals or benefits related to recruiting, retaining, or advancing the diverse range of females. 2) Make diversity in computing matter to individuals, organizations, and society. They have goals or benefits related to innovation, communication, and talent development.

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