African American men constructing computing identity

Many young African American males have a passion for video games, but they don't often translate that passion into learning about computing. Part of the problem is that they do not identify with computing as a social norm within their peer group. This disidentification with computing can negatively impact academic performance and limit opportunities for upward mobility. We developed a job training program called Glitch Game Testers in which young African American men are trained to 'Sbreak open the black box' of their game consoles to learn about computing. Perceptions of peers' technical competency were measured before and after the summer 2010 program. Results showed that participants were more likely to view their peers as technical resources and their overall access to technical resources increased. Broader implications for motivating technology adoption in HCI are discussed.

[1]  Edward Lank,et al.  Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system , 2008, CHI.

[2]  E. Goffman On face-work; an analysis of ritual elements in social interaction. , 1955, Psychiatry.

[3]  Claude M. Steele,et al.  Race and the Schooling of Black Americans. , 1992 .

[4]  Alexandra Rankin Macgill,et al.  Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. , 2008 .

[5]  C. Steele A threat in the air. How stereotypes shape intellectual identity and performance. , 1997, The American psychologist.

[6]  Sandra Katz,et al.  Gender and race in predicting achievement in computer science , 2003, IEEE Technol. Soc. Mag..

[7]  S. R. Harper,et al.  The measure of a man: conceptualizations of masculinity among high-achieving African American male college students. , 2004 .

[8]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[9]  E. Goffman On face-work; an analysis of ritual elements in social interaction. , 1955, Psychiatry.

[10]  Tiffany Barnes,et al.  Game2Learn: improving the motivation of CS1 students , 2008, GDCSE.

[11]  Tom A. B. Snijders,et al.  The Resource Generator: social capital quantification with concrete items , 2005, Soc. Networks.

[12]  Ron Eglash,et al.  Appropriating Technology: Vernacular Science And Social Power , 2004 .

[13]  Herbert Kohl,et al.  I Won't Learn from You! The Role of Assent in Learning. Thistle Series of Essays. , 1991 .

[14]  Amy Bruckman,et al.  Glitch Game Testers: African American Men Breaking Open the Console , 2009, DiGRA Conference.

[15]  Mark Guzdial,et al.  Computers for communication, not calculation: media as a motivation and context for learning , 2004, 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the.

[16]  Suzanne K. Damarin,et al.  The second self: Computers and the human spirit , 1985 .