The authors describe how The Logical Journey of the Zoombinis, a computer game, uses techniques such as gender-neutral characters and storytelling to help get female and male students interested in higher-level mathematical and strategic thinking.
Source: |
Rubin, Andree, Megan Murray, Kim O'Neil, Juania Ashley, "What Kind of Educational Computer Games Would Girls Like?," AERA Presentation, April 1997, TERC 1998. |
The WomenTech Educators Training got us thinking intentionally about who we were going to target for outreach, how we were going to target them, and how we would follow up to make sure we had actual results linked to the different programs and events that we were holding. Since then, it has grown organically and blossomed into something that our college just does naturally.
I think getting together as a team with intention—because we're all so busy—and developing a written plan that we could stick to was what made all the difference. I don’t think we would have ever done that if it wasn't for the WomenTech Educators Training.