Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2006
DOI: 10.1145/1124772.1124808
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Tinkering and gender in end-user programmers' debugging

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Cited by 122 publications
(83 citation statements)
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References 18 publications
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“…While there is some discussion of the gendered nature of engagement with technology in homes [3,5,36] digital housekeeping, gender has been a carefully sidestepped (perhaps even taboo?) topic.…”
Section: Related Workmentioning
confidence: 99%
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“…While there is some discussion of the gendered nature of engagement with technology in homes [3,5,36] digital housekeeping, gender has been a carefully sidestepped (perhaps even taboo?) topic.…”
Section: Related Workmentioning
confidence: 99%
“…Prior research demonstrates the importance of self-efficacy to gaining proficiency in technical domains such as end-user programming [5] is core to understanding End-User Programming because of its link to tinkering. "Females should be encouraged to tinker because it helps them to be effective, with the important caveat that tinkering in a complex environment carries a risk of damaging the females' self-efficacy" [5]. Self-efficacy as defined by Beckwith measures an individual's confidence, an internal cognitive state, making it a difficult characteristic or trait to assess [5].…”
Section: Technical Identitymentioning
confidence: 99%
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“…Hundreds of similar systems have similar goals, with varying degrees of success [14]. Beckwith et al studied the influence of tool design on self-efficacy in these types of programming environment, revealing that the design of computing tools can affect self-efficacy in subtle (and genderspecific) ways [3]. Blackwell's attention investment model, which proposes concepts of risk and reward perception, is also related to self-efficacy, in that both operationalize peoples' beliefs in their ability to acquire new skills [5].…”
Section: Related Workmentioning
confidence: 99%
“…They were offered toys, played with them, broke them, fixed them, and modified them. The means of play was programming, but the unwitting programming was undertaken as tinkering [1] with an existing artifact.…”
Section: Learning By Tinkeringmentioning
confidence: 99%