Abstract
In this qualitative study of a girls only technology program, the authors argue that an emphasis of self-expression through the use of technology limited middle school girls’ developing technological fluency. The authors show how the metaphor of “technology as a paintbrush” was evident in (1) the organization of the physical environment of the program, (2) its curriculum, and (3) the interactions between the facilitators and the girls during the program. The authors conclude that educators need to analyze critically how the “technology as a paintbrush” metaphor is enacted in the context of facilitating girls’ identity development as technologists.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The Girls Only Program took place in the physical setting of the Silver Stream Computer Clubhouse, decorated and maintained by Silver Stream Computer Clubhouse after-school facilitators and staff.
References
Bers, M. U., & Cassell, J. (1998). Interactive storytelling systems for children: Using technology to explore language and identity. Journal of Interactive Learning Research, 9(2), 183–215.
CCAWMSET (2000). Executive summary from Land of Plenty. Report of the Congressional Commission on the Advancement of Women and Minorities in Science, Engineering and Technology Development. Washington, DC.
Ching, C. C., Kafai, Y. B. & Marshall, S. (2000). Spaces for change: Gender and technology access in collaborative software design projects. Journal for Science Education and Technology, 9(1), 45–56.
Cohoon. (2002). Recruiting and Retaining Women in Undergraduate Computing Majors. SIGSCE Special Issue on Women and Computers, June. Congressional Commission on the Advancement of Women and Minorities in Science, Engineering and Technology Development. (2000). Land of Plenty Diversity as America’s Competitive Edge in Science, Engineering, and Technology. Washington, DC.
Council, N. R. (1999). Being fluent with information technology. Washington, DC: National Research Council: National Academies Press.
Ginwright, S. (2002). From Assets to Agents: Social Justice, Organizing and Youth Development. New Directions in Youth Development (Ginwright and James) New Directions in Youth Development, 96 (Winter).
Harel, I., & Papert, S. (1990). Software design as a learning environment. Interactive learning environments, 1(1), 1–32.
Holland, D., & Cole, M. (1995). Between discourse and schema: Reformulating a cultural-historical approach to culture and mind. Anthropology and Education Quarterly, 26(4), 475–489. Vygotsky’s Cultural-Historical Theory of Human Development: An International Perspective (Dec., 1995).
Hug, S. (2007). Developing technological fluency in a community of digital storytelling practice: Girls becoming tech-savvy. Ph.D. dissertation, University of Colorado at Boulder, United States – Colorado. Retrieved June 9, 2009, from Dissertations & Theses @ University of Colorado System database. (Publication No. AAT 3256474).
Kafai, Y.B., Fields, D.A. & Cook, M. (2007). Your second selves: avatar designs and identity play in a teen virtual world. In proceedings of Digital Games Research Association.
Lambert, J. (2005). Digital storytelling: Capturing lives, creating community. Berkeley: Digital Diner Press.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press.
Margolis, J., & Fisher, A. (2002). Unlocking the clubhouse: Women in computing. Cambridge, MA: MIT Press.
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis (2nd ed.). Thousand Oaks, CA: Sage.
Nasir. (2004). Halal-ing the child: Reframing identities of opposition in an urban Muslim school. Harvard Educational Review, 74(2), 153–174.
Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. NY, NY: Basic.
Pea, R. D. (1985). Beyond amplification: Using computers to reorganize human mental functioning. Educational Psychologist, 20, 167–182.
Resnick, M. (2006). Computer as paintbrush: Technology, play, and the creative society. In D. Singer, R. Golikoff, & K. Hirsh-Pasek (Eds.), Play = Learning: How play motivates and enhances children’s cognitive and social-emotional growth. Oxford: Oxford University Press.
Resnick, M. (2007). Sowing the seeds for a more creative society. Learning and leading with technology, 35(4), pp. 18–22.
Resnick, M., Kafai, J. & Maeda, J. (2003). A networked, media-rich programming environment to enhance technological fluency at after-school centers in economically-disadvantaged communities. Boston, MA: MIT Media Laboratory.
Rogoff, B. (1993). Children’s guided participation and participatory appropriation in sociocultural activity. In R. Wozniak and K. Fischer (Eds.), Development in Context: Acting and Thinking in Specific Environments (pp. 121-153). Hillsdale, NJ: Lawrence Erlbaum Assoc..
Spradley, J. P. (1980). Participant observation. Orlando, FL: Harcourt Brace Jovanovich College Publishers.
Stake, R. (1995). The art of case study research. Thousand Oaks, CA: Sage Publications.
Turkle, S. (1984). The second self: Computers and the human spirit. New York: Simon and Schuster.
Wenger, E. (1998). Communities of practice: Learning. Meaning and identity. New York: Cambridge University Press.
Women, A. A. o. U. (2000). Tech savvy report: Educating girls in the new computer age. Washington, DC: American Association of University: Women Educational Foundation.
Author information
Authors and Affiliations
Corresponding authors
Editor information
Editors and Affiliations
Appendix: Survey Items Related to the Technology as Paintbrush Ideational Artifact
Appendix: Survey Items Related to the Technology as Paintbrush Ideational Artifact
The numbers after the items correspond to the number of girls who checked the box, indicating they agreed with the item.
-
1.
I want to learn how to use a computer to express my creativity. (6 agree, 1 disagree)
-
2.
I know how to use the computer to express my creativity. (6 agree, 1 disagree)
-
3.
I use computers to
-
_express my creativity (7)
-
_get work done (7)
-
_communicate with friends and family (7)
-
_stay informed of local and world news (2)
-
_stay informed of popular culture, music, and trends (5)
10. Why did you decide to join the girls technology program? (please check all that apply)
-
_to meet new people (7)
-
_to get a chance to express myself (6)
-
_to spend time with friends (7)
-
_to try something new (7)
-
_to have fun (7)
-
_I really liked the last Girls Only Program (4)
-
_to do something after school (5)
-
_to learn about art and graphics (5)
-
_to eat a nice meal with friends (3)
-
_to learn more about computers (5)
-
_to learn how to create a video (2)
-
_I don’t know (1)
-
_you mean, there aren’t any boys coming? (2)
-
Rights and permissions
Copyright information
© 2010 Springer Science+Business Media, LLC
About this chapter
Cite this chapter
Hug, S., Jurow, S. (2010). Developing Technology Fluency in Community Practice: Exploration of the “Paintbrush” Metaphor. In: Orey, M., Jones, S., Branch, R. (eds) Educational Media and Technology Yearbook. Educational Media and Technology Yearbook, vol 35. Springer, Boston, MA. https://doi.org/10.1007/978-1-4419-1516-0_6
Download citation
DOI: https://doi.org/10.1007/978-1-4419-1516-0_6
Published:
Publisher Name: Springer, Boston, MA
Print ISBN: 978-1-4419-1502-3
Online ISBN: 978-1-4419-1516-0
eBook Packages: Humanities, Social Sciences and LawEducation (R0)