In this paper we argue that Makers engage in various degrees of sociotechnical identity formation. We explore the role of gender in maker identity formation and how the masculine characteristics of maker spaces create challenges for feminine identity construction and expression. Our ethnographic study of German computer clubs indicated that children as Makers synthesize gender and technical identities within the context of STEAM skill building activities
This paper examines the relationship between gender and making within an educational context, a topi...
The promise of "making"—that is, learning, experimenting, DIY, creation, reappropriation, or otherwi...
This dissertation focuses on gender, design and technology through the artifact of video games — tec...
The Maker Movement is a rapidly moving development towards non-traditional education through hands-o...
This paper presents part of an on-going doctoral research and addresses the issue of material cultur...
© {Owner/Author | ACM} 2019. This is the author's version of the work. It is posted here for your pe...
In recent years, consumers and designers’ interest in crafting related to the DIY and maker culture ...
User agency within sociotechnical contexts supports both feminist reflexivity in HCI research, and t...
This paper presents an analytical case study using the “Computational Making” framework to critique ...
The rise in DIY and maker communities that has taken place over the last decade, including the growt...
Making, that is, the hobbyist and technologically based creation of things, has been associated with...
As 'open' and supposedly inclusive informal learning settings that participants visit out of interes...
Although there is a deep history of feminist engagement with technology, the FemTechNet initiative (...
This research attempt to challenge traditional discourse on innovation that tend to treat innovation...
This dissertation focuses on gender, design and technology through the artifact of video games — tec...
This paper examines the relationship between gender and making within an educational context, a topi...
The promise of "making"—that is, learning, experimenting, DIY, creation, reappropriation, or otherwi...
This dissertation focuses on gender, design and technology through the artifact of video games — tec...
The Maker Movement is a rapidly moving development towards non-traditional education through hands-o...
This paper presents part of an on-going doctoral research and addresses the issue of material cultur...
© {Owner/Author | ACM} 2019. This is the author's version of the work. It is posted here for your pe...
In recent years, consumers and designers’ interest in crafting related to the DIY and maker culture ...
User agency within sociotechnical contexts supports both feminist reflexivity in HCI research, and t...
This paper presents an analytical case study using the “Computational Making” framework to critique ...
The rise in DIY and maker communities that has taken place over the last decade, including the growt...
Making, that is, the hobbyist and technologically based creation of things, has been associated with...
As 'open' and supposedly inclusive informal learning settings that participants visit out of interes...
Although there is a deep history of feminist engagement with technology, the FemTechNet initiative (...
This research attempt to challenge traditional discourse on innovation that tend to treat innovation...
This dissertation focuses on gender, design and technology through the artifact of video games — tec...
This paper examines the relationship between gender and making within an educational context, a topi...
The promise of "making"—that is, learning, experimenting, DIY, creation, reappropriation, or otherwi...
This dissertation focuses on gender, design and technology through the artifact of video games — tec...