Recruiting diverse students to computing requires that you spark their interest, build their confidence they can succeed, create a community where they feel like they belong, and help them see themselves as a "computing person". This Top 10 list offers practices that help you recruit high school girls to your computing courses.
Encouragement increases self-efficacy, which is the belief in one’s ability to successfully perform a task. Because we are more likely to engage in tasks that we believe we can perform successfully, encouragement may be especially useful for attracting women to male-stereotyped fields such as computing. The case study written by Gloria Townsend describes the impact she and her colleagues have had by making encouraging comments to women in their courses.
This Talking Point Card explains stereotype threat and how it is triggered, shares examples of effects from stereotype threat, and suggests ways to create a stereotype threat-free environment for attracting able and diverse students to computing.
This slide deck is a companion piece to the NCWIT Talking Point Card Talk with Faculty Colleagues About Stereotype Threat (www.ncwit.org/stereotypethreattp). You can hand out the card to your colleagues and then share these slides at a faculty meeting.
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.
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.
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.
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