Fun for all = digital competence for all?

Information and Communication Technologies (ICTs) seem to be ever more important in all spheres of life and have taken a central place in studies of learning. Yet, research on ICT and gender over t...

[1]  Martin Oliver,et al.  Learning to play in digital games , 2006 .

[2]  Andreas Schleicher,et al.  PISA 2006: Science Competencies for Tomorrow's World , 2007 .

[3]  K. Peppler,et al.  From SuperGoo to Scratch: exploring creative digital media production in informal learning , 2007 .

[4]  Sonia Livingstone,et al.  Young people, new media: summary report of the research project 'Children, young people and the changing media environment' , 1999 .

[5]  Sara de Freitas,et al.  Using games and simulations for supporting learning , 2006 .

[6]  Rebekah Willett Technology, pedagogy and digital production: a case study of children learning new media skills , 2007 .

[7]  Kieron Sheehy,et al.  How is technology seen in young people’s visions of future education systems? , 2008 .

[8]  Mark Griffiths,et al.  The convergence of gaming practices with other media forms: what potential for learning? A review of the literature , 2008 .

[9]  Helen Jøsok Gansmo Towards a happy ending for girls and computing , 2004 .

[10]  Ann Colley,et al.  Gender differences in adolescents' perceptions of the best and worst aspects of computing at school , 2003, Comput. Hum. Behav..

[11]  BeckerKatrin Teaching with games , 2001 .

[12]  J. McDougall What do we learn in Smethwick Village? Computer games, media learning and discursive confusion , 2007 .

[13]  AnnBritt Enochsson A gender perspective on Internet use: consequences for information seeking , 2005, Inf. Res..

[14]  Els Kuiper,et al.  New technologies, new differences. Gender and ethnic differences in pupils' use of ICT in primary and secondary education , 2005, Comput. Educ..

[15]  S. Gannon Laptops and lipsticks: feminising technology , 2007 .