RUNNING HEAD: Technobiographies and Futures Selves 1 Technobiographies and Futures Selves Jeremy Dietmeier University of Wisconsin – Madison
RUNNING HEAD: Technobiographies and Futures Selves 1
Technobiographies and Futures Selves
Jeremy Dietmeier
University of Wisconsin – Madison
Technobiographies and Futures Selves 2
Abstract
There is a shortage of female computer scientists in the
workforce. Researchers have been working on this problem for over
twenty years, but the disparity remains. This piece explores
using life histories to create technobiographies as a way to
think about future selves. Content Analysis (Hsieh & Shannon,
2005) and future selves (Markus & Nurius, 1986) are used as
analytical lenses to understand the students’ technobiographies.
Three case studies of students participating in an after school
programming club are used to look at how their individual
technobiographies help explain why or why not the intervention
helped the student think of computer programming as a possible
future career. Two variables played the largest roles:
identifying as a person that does computer programming and seeing
computer scientist as a possible future self. Implications for
Technobiographies and Futures Selves 3
future computer science interventions, especially those aimed at
girls, are discussed.
Technobiographies and Future Selves
“I’ve built my computer, like, with the parts. So I probably could repair it if it was an inside [problem]…like if it’s some problem in the circuit board, or likesome software issue, I might be able to get it”
Jace, 12 years old
Technobiographies and Futures Selves 4
“It’s fun, but I don’t really use computers a lot. Like, I don’t, I don’t use the computers because there’s no like games on it that I really get into.”
Annie, 12 years old
Jace and Annie1 are both members of the Green Town
Codelearning Club, a club designed to give students access to
technology, introduce them to computer programming, and encourage
them to think about possible future careers as computer
programmers. This club was formed to help combat the falling
numbers of students studying computer science and to try and help
students become interested in the topic at a young age
(CollegeBoard, 2014). As we can see from these two examples, the
students that form the club bring with them a variety of skills
and experiences. This paper will explore the life histories of
three of the students in the Green Town Codelearning Club, the
club’s effects on who they want to be when they grow up, and how
looking at life histories can help after school programs, such as
this one, impact the way students think about their future
selves.
1 All names and locations have been changed.
Technobiographies and Futures Selves 5
It has been suggested by Lachuk and Gomez (2011) that
educators can use narrative inquiry to better understand their
students, their goals, and how to develop more supportive
classroom communities. I suggest that this line of inquiry can
also be used when thinking about interventions that are aimed at
impacting students’ future goals. In this instance, I looked
specifically at the ways in which students experienced technology
in their lives and crafted “technobiographies” (Goode, 2010). I
asked the question:
How can we use students’ technobiographies to designinterventions that will have a strong impact on theirfuture selves?
In doing so my goal was not to devise a new intervention,
but to see the ways in which students with different technology
identities (Goode, 2010) interacted with the Codelearning Club
and how it impacted their ideas concerning their future selves
(Markus and Nurius, 1986). As I spoke with the students, I
started to realize two things: there was only one regular female
attendee and the girls tended to interact with fewer students
than the boys. This prompted me to ask new questions:
Technobiographies and Futures Selves 6
How have the experiences of girls and boys inCodelearning Club differed? How can we improve theirexperiences to have a greater impact on their futureselves and help increase the number of female computerscientists?
As I began examining the trajectories different students’
life stories were taking, I started to see that the intervention
had different impacts based on students’ past experiences, their
abilities, and their motivation to learn. By understanding the
diverse ways in which an intervention can intersect a student’s
technobiography, we can better adapt the intervention to the
individual. In doing so, educators will be able to help girls see
computer programmer as a possible self, potentially leading to
more females in the computer science industry.
Conceptual Framework
Identity
For the purposes of this paper, I will be looking at one’s
self concept as the amalgamation of multiple, potentially
competing, aspects of one’s past, present, and future identities
(Oyserman, 2001). Although identities may feel stable, they are
Technobiographies and Futures Selves 7
ever-changing and malleable, created dynamically in context.
One’s identity is affected by past experiences, motivations, and
action tendencies, all of which are affected by social contexts
(James, 1890). Erikson (1968) argues that one’s personality is
related to what is possible for one’s self in relation to a
particular historical, cultural, and sociological time period.
People construct their identities through a collection of
experiences and achievements as well as to which groups they do
and do not belong (Lave and Wanger, 1991; Gee, 2005, Howe and
Strauss, 2000). By thinking about identity in such a way, we are
able to acknowledge the separate pieces of identity, past,
present, and future, that make up a person and affect the ways in
which one thinks about herself: who she is now and who she wants
to be in the future (Howard, 2000; Neisser, 1988, 1997; Oyserman,
2001). Focusing on the students’ different identities will help
illuminate the ways in which different students experience an
intervention, and, in turn, how the intervention makes them think
about their future.
Technobiographies and Futures Selves 8
Possible Selves
“Possible selves are important, first, because theyfunction as incentives for future behavior (i.e., theyare selves to be approached or avoided) and second,because they provide an evaluative and interpretivecontext for the current view of self.”
Markus and Nurius, 1986,p. 955
Possible selves are an individual’s thoughts on who they
might become (Markus and Nurius, 1986). This includes both
positive and negative outlooks on life. They are one’s specific
goals, aspirations, fears and threats (Markus and Nurius, 1986).
Papert (1993) argues that people define themselves based on their
aptitudes and ineptitudes. These identities limit the ways
students think about their futures as their education is now
“beset by insecurities and self-imposed restrictions.” (Papert,
1993, p. 8) These views about who one is going to be affects who
they are now. It is not only one’s past that needs to be
considered when looking at one’s identity, but also where they
see themselves in the future (Yowell, 2000). Students that see
themselves as “not mathematical” or “dumb” will start to define
themselves by these attributes, limiting who they will want to be
Technobiographies and Futures Selves 9
in the future. Oyserman and Destin (2010) found that, “when
action feels identity congruent, experienced difficulty
highlights that the behavior is important and meaningful. When
action feels identity incongruent, the same difficulty suggests
that the behavior is pointless and ‘not for people like me’”
(p.1002). Depending on which future identity is salient in
schools, students respond differently to challenges. Recognizing
one’s actions as belonging to “people like me” help people to
solidify their identities (Gee, 2000). Mimi Ito (2010) similarly
found in her work with middle school students that “young people
engage in activities that they see as serious or productive work,
or that have a role in preparing them for jobs in the future” (p.
295). Through looking at what actions students recognize as
identity congruent, we can gain insights into who they are, their
future selves, and how we can target interventions to best reach
individuals. Schools can open new identities to students, giving
them a breadth of options to choose from.
Technology Identity
Technobiographies and Futures Selves 10
One specific type of identity that can play a role in
assessing one’s future identity is one’s technology identity.
Drawing on Martin’s (2000) work on mathematics identity, Joanna
Goode (2010) developed the technology identity framework as a
means to explore how formative experiences and social contexts
influence skills and attitudes towards computing. It consists of
four pieces: beliefs about one’s technology skills, beliefs about
opportunities and constraints to use technology, beliefs about
the importance of technology, and beliefs about one’s own
motivation to learn more about technology. By looking at these
four pieces and the ways in which they interact to form one’s
technology identity, researchers are able to look beyond simply
skill and access to better understand and measure technological
inequities (Goode, 2010). Additionally, the framework can help
shed light on the ways in which one’s technology identity
interacts with one’s future identities. With this framework as a
guide, Goode (2010) constructed technobiographies of college
students. Through surveys and interviews, Goode classified
students based on the four aspects of their technology identity
Technobiographies and Futures Selves 11
and looked at the ways in which their technology identities not
only affected their current identities, but also their future
identities. She was able to analyze the ways in which their
future identities were either facilitated or hindered by their
technology identity. This work highlights not only how one’s
technology identity impacts their lived experiences, but also how
the differences between students’ technology identities shaped
their future opportunities.
By looking at identity as a complex combination of the past,
present, and future selves, it is possible to look at one’s life
trajectory. One’s technology identity gives a framework for
looking at past events to understand the ways in which a person
has come to their current relationship with technology. It gives
insight into what the students have brought with them to
Codelearning Club. Then, looking at the ways in which the
students present themselves, both to me as researcher and to
their peers, sheds light on who they are in the present. Finally,
by looking at their future possible selves, we can better
understand not only their current actions and motivations, but
Technobiographies and Futures Selves 12
also the ways in which the intervention has changed what they
thought was possible for the future.
Literature Review
Current Interventions
As technology continues to become more integrated into our
everyday lives, through smartphones, tablets, laptops, and other
computational devices, it becomes more important to ensure that
today’s youth become proficient with their use in order to
successfully participate and innovate in society (Anton, et al.,
2013). This goes beyond simply knowing how to use particular
devices and operating systems to how to program, code, and think
computationally (Wing, 2006). This is a difficult task and many
middle school and high school students either do not have access
to computer science courses or the courses only use abstract
ideas (CollegeBoard, 2014; Camp, 1997). From 2001 to 2007, the
number of students taking the AP Computer Science test has
decreased over 15% and the number of entering college freshman
planning to study computer science has fallen 70% (CollegeBoard,
Technobiographies and Futures Selves 13
2014). In response to this, researchers have formed different
programs to try and both teach and generate interest in computer
science.
One of the first programs to attempt to generate more
interest in technology was the Computer Clubhouse (Resnick, Ruck
& Cooke, 1998; Kafai, Peppler & Chapman, 2009). This program
reached out to inner city youth, those that would otherwise not
have access to computer, in order to generate interest. The goal
was not to teach computer skills, but to teach computer fluency.
Instead of focusing on typing, the program encouraged students to
create personally meaningful artifacts (Papert, 1980). The
Computer Clubhouse changed the way people thought about teaching
computer science. It no longer focused on the tool, such as Logo
(Papert, 1980), but focused on creating a community in which all
participants could be valued and succeed (Resnick, Rusk & Cooke,
1998).
Technology programs have built upon this idea, recognizing
that simply having a tool is not enough to build interest and
that it is necessary to also create a supportive environment.
Technobiographies and Futures Selves 14
Other environments have been created alongside the Computer
Clubhouse, including Toontalk (Kahn, 1996), AgentSheets (Repenning,
1993), Scratch (Maloney et al., 2010), and IPRO (Berland et al.,
2011), and Studio K (Berger et al., 2013). These programs and
design environments have helped show the importance of having a
large library of user created content to deconstruct and build
upon, enabling peers to help one another, and creating safe
spaces to learn new skills without the fear of judgment (Anton et
al., 2013). While these programs have all had success, there is
concern that programs that focus on game design alienate girls
and continue to enforce the digital divide and that girls would
be better served through programs that reach out to their
interests in design (Flanagan & Niseenbaum, 2008), storytelling
(Denner & Campe, 2008), and creating personally relevant objects
(Brunner, 2008).
Interventions for Girls
There have been two separate approaches to increasing
the number of girls in computer programming. One is the deficit
model in which girls are seen as having started behind boys and
Technobiographies and Futures Selves 15
need help catching up. This is the model taken up by Margolis and
Fisher (2003). As early as kindergarten we see both boys and
girls eagerly and skillfully using computers, but boys race to
the computers for free time and play while the girls do not
(Margolis and Fisher, 2003). This differing attachment to
computers leads parents, teachers, and the children themselves,
to label computers a “boy object” and think the boys, and not
girls, will excel in and enjoy computing (Margolis and Fisher,
2003). The girls that enjoy computers, even stating that they
like to mess around and tinker with them, will qualify their
sentiments by stating that their enjoyment is different, and
often times less than, the enjoyment and attachment of the boys
around them (Margolis and Fisher, 2003) These perceived gender
discrepancies do not begin at school, but instead start at home.
In the home, even the most thoughtful parents may be
unintentionally marking the computer as a male object. Kagan
(1964) found that children make gender associations with many
everyday objects. Seemingly neutral objects, such as books or
school desks, are marked as female, presumably because of their
Technobiographies and Futures Selves 16
predominately female teachers. In the home, the desktop computer
becomes marked as male as children see their dads and brothers
tinkering with it and playing games (Kagan, 1964; Cassell &
Jenkins, 1998). This comes not only from children, but from
adults as well. Parents often place their gender expectations on
their children and buy them toys based on their preconceived
notion of what is a girl’s toy and what is a boy’s toy
(Goldstein, 1994). Over half of the families in one study placed
the computer in a room that made it more easily accessible to the
son or father than to the daughter or mother (Giaquinta, Bauer,
and Levin, 1993). This treatment of the computer sets up a
barrier for women as they must cross gender lines to be able to
claim the computer as their own. These barriers set girls behind
their male counterparts and thus they need remedial and slower
classes in order to catch up.
The second model focuses on interest and identity. Instead
of seeing girls as behind their male counterparts, they see girls
as being on a different track all together. Instead of focusing
on computer programming, these interventions focus on reaching
Technobiographies and Futures Selves 17
out to a wider variety of participants. For example, some
researchers have moved away from games toward e-textiles. Instead
of creating a community from nothing, e-textiles reach out to a
community that already has a number of female participants
(Buechley et al., 2008). Kits, such as the Arduino Lilypad (Buechley
et al., 2008), provide students with the technology needed to
design and wear their own e-textiles. These programs have been
finding success reaching out to girls through e-textiles at the
college (Lee & Fields, 2013), high school (Kafai et al., 2014)
and middle school (Fields, Kafai & Searle, 2012) level.
It is not only through e-textiles that educators are
reaching out to more students, especially girls. Some groups are
using storytelling. Instead of the focus being on writing code,
the focus is on using Alice as a computer programming tool in
order to tell stories (Keller, Pausch, & Kiesler, 2007). Others
have focus on computers as a means for communication instead of
computation. A course at the Georgia Institute for Technology
taught students skills such as photo manipulation through coding
as a way to introduce students to computer programming (Forte &
Technobiographies and Futures Selves 18
Guzdial, 2004). This course had an increased number of female
participants (Guzdial & Forte, 2005). While some may argue that
courses like these are pandering to women and do not lead to a
rigorous understanding of computer programming and the computer
science field, those that took this course were well prepared to
succeed to more advanced courses in computer science, comparable
to their counterparts in the traditional introduction to computer
science courses (Guzdial & Forte, 2005). Instead of seeing them
as pandering, they should be seen as a way to create a meaningful
context in which learning can occur and be transferred to other
relevant domains (Althoff, 2001).
The Codelearning Club takes the latter approach to learning
about computer programming. The participants are encouraged to
use the space in whatever way interests them most. Instead of
seeing some of the participants as more advanced and the other
participants as needing to catch up, they were encouraged to work
on their own projects at their own pace. While some of the more
advanced students were making a webpage in Java, others were
making games in Kodu or music videos in Scratch. It was not that
Technobiographies and Futures Selves 19
everyone needed to be at the same level making webpages, but that
each student should pursue their interests and grow their skills
as needed to accomplish their personal goals.
Women in the Information Technology Industry
A graduate student at M.I.T., Ellen Spertus, wondered why
less than 20% of her computer science cohort was female. This led
her to write a 124-page paper titled “Why are there so few female
computer scientists?” This was in 1991 (Spertus, 1991). Since
then, the numbers haven’t changed. From 1994 to 2007, the number
of bachelor’s degrees in computer science awarded to women has
remained between twelve and eighteen percent, with only fourteen
percent awarded to women in 2006 and twelve percent in 2007
(Vesgo, 2008). Instead of seeing improvements in the number of
women enrolled in computer science courses, the numbers reflect a
decline in participation. The number of women taking the AP
computer science exam in high school reflects this trend (Goode,
2008; CollegeBoard, 2014). Referred to as the “shrinking
pipeline” (Camp, 1997), the number of women interested in
computer science shrinks from high school to college and from
Technobiographies and Futures Selves 20
college to the job market. At each level of education fewer and
fewer women are remaining interested in computer science. One
potential reason for the shrinking pipeline is the digital
divide. Beginning in the 1980’s and 90’s, the digital divide
emerged as a political term used to describe the discrepancies in
access to and use of digital technology (Selwyn, 2004). While the
phrase was first used only to discuss access, in recent years it
has become more focused on the ways in which different groups,
such as women, use computers and why their use differs from white
males (Baron, 2004). Studies continue to show that gender is a
contributing factor to the digital divide (Baron et al., 2009;
Sonnert, Fox & Adkins, 2007). While these surveys reflect the
shrinking number of women participating in computer science, they
fail to demonstrate the adverse effects these numbers have on the
technology field.
Computing jobs are plentiful (Levy & Murnane, 2012),
salaries are high and growing (Adams, 2013), and there are
endless opportunities for entrepreneurship (Margolis & Fisher,
2003). The job market for information technology workers is
Technobiographies and Futures Selves 21
projected to grow at a rate of 26% a year, resulting in over 7
million jobs by 2015 (McKendrick, 2012). And yet this is a field
that cannot fill the job market demand. Margolis and Fisher
(2003) estimated that over 900,000 information technology jobs
went unfilled. In 2012, this number was estimated to be closer to
1.7 million (McKendrick, 2012). This resulted in the cancelation
of an estimated 35 percent of projects and another 40 percent
falling behind schedule due to a lack of skilled workers. This
has cost over $4 billion dollars a year in Silicon Valley alone
(Margolis & Fisher, 2003). Despite the number of great
opportunities available, women are still leaving the computer
science field. Every day talented and capable women and girls are
being discouraged or disaffected from pursuing these careers.
The lack of women in computer science careers has
consequences beyond financial losses. When women are not included
in the design process, their ideas and concerns are left unheard.
Margolis and Fisher (2003) present an especially poignant
example: all-male teams developed early voice-recognition systems
and calibrated them to be able to pick up the sounds of male
Technobiographies and Futures Selves 22
voices, leaving women’s voices literally unheard. This
demonstrates how the creation of products without the input of
its representative user base can result in unforeseen
consequences. As put by Margolis and Fisher (2003) “Women must be
part of the design teams who are reshaping the world, if the
reshaped world is to t women as well as men” (p. 3). Few women fi
are learning how to invent, create, or design computer
technology. To become part of the conversation in the computing
world, women must be more than consumers. They must become
designers, inventers, and creators.
These are two separate goals. On one hand we have people
interested in filling the gap in the job market. On the other
hand, we have people wanting to empower women through coding and
related activities. The Codelearning Club focuses on the latter
while making a space where the former is possible. The goal of
the club is to provide a space for students of all skill levels
to come together and learn about computing. The students are able
to do this at their own pace and through their own interests. The
students are given little instruction and encouraged to explore
Technobiographies and Futures Selves 23
and learn on their own. If the goal were to fill the gap in the
job market, more explicit instruction would be needed. At the
same time, the hope is that their interest may be fostered so
that when the opportunity arises, the students will be more
likely to participate in computer science classes and potentially
move into the computer science job market. So while the focus is
on making coding available, the hope is that it may help be a
part of the job gap solution.
Context
To understand these students’ stories, it is important to
put them in context. Mrs. Wilson, Green Town Middle School’s
librarian, started the Codelearning Club in the summer of 2013.
She had run such a club at her previous school and was looking
forward to introducing it to a new group of students. During the
summer, Mrs. Wilson held a week long course on programming. The
students met for four hours a day learning how to make their own
games in Kodu (MacLaurin, 2009) and Scratch (Resnick, et al.,
2009).
Technobiographies and Futures Selves 24
The program was met with such success that Mrs. Wilson
decided to continue the club throughout the school year. The club
met once a week on Friday afternoons from 3:30, when school ends,
until 5:30. Similar to other after school technology clubs, such
as Computer Clubhouse (Resnick, Ruck, & Cooke, 1998),
Codelearning Club hoped to help students move beyond basic
computer skills to helping them design and create with technology
(Maloney, et al., 2004). During these two hours the students are
given unstructured access to the library’s computers. Some
students use this time to find and play new flash games, to
revisit games they have tried in the past, or to introduce their
friends to the new games they found at home over the past week.
Others use this time to work on their own games, continuing games
they have been working on for weeks or to build and test a new
game all within the span of two hours. Still others use the time
to hone their coding skills, learning new programming languages,
such as Java and Python, making web pages, or discussing the
modifications they want to make to their Minecraft server. Most
students will do a combination of all three activities over their
Technobiographies and Futures Selves 25
time within the club and sometimes even within a single day. The
students aren’t asked to perform any specific tasks, are not
chastised for playing games, talking, or moving about, and are
given the opportunity to use the computer in ways they may not
have the opportunity to in class or at home.
Although the students’ time is unstructured, a group of
older students and adults are present to facilitate the group.
Mrs. Wilson is on hand to provide access to the library and
supervision. To assist her, she has invited four high school
students to serve as aides. These students fulfill a variety of
roles. Primarily, they are on hand to help solve technical issues
with the computers. Due to the unconventional set up of the
computers as well as their age, the computers will often freeze
up or shut down. Additionally, the aides serve as the local
experts for the coding programs. While the students are quite
competent in using the programs, when they have questions, the
aides are there to help. They offer advice, show students how to
use different programs and programming languages, and help
troubleshoot and debug programs. Finally, they provide some
Technobiographies and Futures Selves 26
structure to the afternoon for interested students. The aides
give demos on different games the students may want to try,
provide coding challenges to the students, and help the students
show off their work by conducting presentations. While the aides
offer these options, the students only need to participate in the
ones that interest them.
Codelearning Club is made up of about fifteen students every
week. Because attendance is not mandatory, the number of students
vary between ten and twenty five students. Only one of the
regular attendees was a girl, and only four other females
attended, three of whom only attended once. The students were all
friendly to one another, but divided into two groups: the coders
and the gamers. The coders spent most of their time learning java
and python, building webpages, and working on advancing their
programming skills. The gamers would make simple games and Kodu
and Scratch, play each other’s games, and play web games. The
girls that attended were not a part of either group.
Methodology
Technobiographies and Futures Selves 27
Like Goode (2010), I chose life history as a method in order
to better understand the students’ identities and the impact of
the intervention on the ways they think about their future
selves. One’s identity is hard to measure, especially when one
accounts for the dynamic nature of identity. Sfard and Prusak
(2005) also encountered this problem and worked to operationalize
identity for use as an analytic tool. They used story-telling as
a way to identify and observe identity-building. Additionally,
life histories allow researchers to see patterns in people’s
lives (Bertaux and Bertaux-Wiame, 1981; Shaw, 1966; Mishler,
1999; Gomez, 2010). It is through telling stories that people are
able to share not only who they are, but who they were in the
past, placing their current stories in conversation with past
experiences (Capps and Ochs, 1995).
Using life histories, I was able to start to understand the
students’ technology identities. To this end, I crafted techno-
biographies (Stepulevage, 1999; Goode, 2010), a life history as
it revolves around the participants’ experiences and the emotions
they attach to their interactions with technology. I asked the
Technobiographies and Futures Selves 28
students to share stories of their experiences with technology
and share the attitudes and beliefs they have toward technology.
I aimed to understand the patterns of their stories and to see
the ways in which their different experiences lead to different
possible selves. In this piece, I explore the life histories of
three students in the Codelearning Club – Annie, Jace, and Eve. I
chose these three students to serve as case studies (Stake,
1978). The goal of these case studies is not to present the
typical or representative experience, but to present the careful
description of their experiences (Stake, 1978; Gomez, 2014).
These three students provide a wide spectrum of both technology
identities and possible selves. Their experiences provide an
opportunity to look at the ways in which their technology
identities interacted with the Codelearning Club and how this
affected their possible selves.
Life history interviews aim to provide opportunities for
participants to share stories from their lives and to understand
the meanings behind the stories. Technobiographies, more
specifically, look to elicit stories around a person’s
Technobiographies and Futures Selves 29
interaction with technology. To obtain a complete
technobiography, it is important to learn about a participant’s
past, present, and predicted future interactions with technology
(Goode, 2010). I tried to illicit stories from my participants as
telling stories is a particularly apt way to learn about one’s
identity. The act of telling stories is a way for participants to
perform their identities (Mishler, 1999).
Life histories serve not only as a data collection method,
but also work as an intervention. Through having students reflect
upon their past experiences, it makes them think about who they
are, who they have been, and who they will be. These interviews
provided an opportunity to not only learn more about the
students, but to ratify who they are in this space and let their
story be heard. While my goal was to learn about their
experience, I also took advantage of the interviews as a space to
let them be heard, to listen closely, and engage in relationship
building.
One’s future self is not a contract of who one is going to
be in the future, but is related to what one sees as possible in
Technobiographies and Futures Selves 30
the future. This means that when students declare that they can
or will be a computer scientist or programmer in the future, it
does not mean that will undoubtedly be their profession in ten
years’ time, but rather that it is seen as a possibility.
Children as young as four have mental images of who they will be
in the future (Atance, 2008). It does not mean they know what the
future holds for them, but rather suggests who they may or may
not want to be in the future. When approaching this data, it is
important to remember that when the students speak about who they
want to be when they grow up and if they believe it is possible
for them to work in the computer science or computer programming
industries, they are speaking not about what will happen, but
rather about what could happen. Even the students that declared
with certainty that they would be a computer scientist cannot
know for certain what the future holds.
With that in mind, these data still provide an important
lens for thinking about interventions and a student’s sense of
self. First, what one believes about one’s future plays an
important role in self-regard. Simply thinking about one’s future
Technobiographies and Futures Selves 31
selves can improve how a student feels about himself and can
increase levels of self-esteem (Oyserman, et al. 2004; Knox, et
al., 1998). More salient to this piece, though, is how one’s
future selves play an important role in motivation. Thinking
about who one can be in the future helps create goals for the
present, impacting current decision making (Brown, 1998; Fiske;
2008). As people relate their future self to their current self,
they are more likely to take action, either to avoid or achieve
that future self (Destin & Oyserman, 2010; Peetz, Wilson, &
Strahan, 2009). By thinking about the journey from a student’s
current self to a perceived future self, we can help tailor
interventions to help students achieve their goals.
I found potential participants through the Green Town
Codelearning Club. The club’s size would vary from week to week
as attendance was not mandatory. All of the students were
enrolled in Green Town Middle School. I interviewed twelve
participants, 5 females and 7 males. All of the students were
between 11 and 14 years old when interviewed. The interviews took
place in the school library, the same room in which the students
Technobiographies and Futures Selves 32
met for the Codelearning Club. Each student participated in one
formal interview that lasted between 30 and 60 minutes.
Additional informal conversations took place over the course of
five months during the Codelearning Club meetings.
Data Analysis
I used a directed approach to content analysis (Hsieh &
Shannon, 2005) to best understand the students’ life
stories. With this method, I started with Goode’s (2010)
technology identity framework and looked for experiences
that related to their technology identity. I looked
specifically for landmark events (Linde, 1993). These are
notable events that are worthy of being retold over many
years. I used these landmark events in order to both create
and understand the participants’ stories. Following this, I
reread the transcripts and notes searching for times the
students talked about their future selves (Markus & Nurius,
1986). I looked for any speech that included the future
Technobiographies and Futures Selves 33
tense to see what plans they were making for themselves
about their futures.
Following this, I preformed inductive analyses. I read
through each of the participants’ transcripts and field
notes looking for notable themes. After reading through all
of the transcripts once, I read them again, looking for
which themes were present in multiple transcripts. The most
salient themes that emerged were the ways in which the
students expressed their identities through whom they
collaborated with to make games. These provided insights
into the students’ ideas about their technology identities
and future selves.
Technobiographies
Annie
“I would like to make up my own games, because, like,no games really fit me. So I would just make up a gamethat like maybe if someone like me comes along thenthere would be a game for them”
Annie is the lone girl that comes to Codelearning Club each
week. While other girls came once or twice, Annie is there every
Technobiographies and Futures Selves 34
week working on her games in Scratch. She is an academically
successful student, likes school and computers, and has big plans
for her future.
Annie has been using the computer since a young age.
Although she has had a computer in her house “for as long as
[she] can remember,” her computer stories are all set in the
school. For her, computers have always been a source of
curiosity. She has never taken apart a computer or tinkered with
its internal components, but she likes to explore computers by
clicking on different icons and seeing what will happen. She
recalled her first use of a computer to be in kindergarten. The
class was using the computer for an online reading program and
were supposed to inform the teacher when they were done. Instead,
Annie finished quickly and started to explore the computer’s
interface. She started to click on different things and opened
another program. She started to play with the new program until a
teacher saw what she was doing, chastised her, and brought her
back to the reading assignment. This was the start of her
Technobiographies and Futures Selves 35
curiosity with computers. She wanted to know what they could do
and how she could use them.
As Annie grew up, she started to see the computer as a toy.
When she wanted a horse, her parents got a family computer
instead. It was not her own, but she used it all the time. She
would use it to play games and watch videos, but her favorite
thing to do on computers is the “artsy-fartsy stuff.” She played
with digital coloring books, made her own images, and created
backgrounds. Her interests in art blended with her interests in
computers. She does not identify as an artist or a computer geek,
but combines her interest in the two topics to create.
Codelearning Club has helped her further these interests and make
not only backgrounds and images, but games as well.
When I first met Annie, she was designing a car racing game
and challenged me to a race. I lost handedly and Annie took the
opportunity to fix her game design and we played again. This time
it was much closer, but I still lost. Since this first meeting,
Annie has developed a variety of games about racing, nature,
puzzles, and art, mostly by herself. Each week, Annie sits at the
Technobiographies and Futures Selves 36
computer in the back corner and gets to work. If there is another
girl there that week, Annie will sit by her, but the majority of
the time, when she is the only girl, she uses the computer in the
corner. None of the boys sit next to her and they rarely interact
with her. Annie told me that it does not bother her and that she
does not care that she is the only girl there. She makes her
games and that is what she cares about. When she needs help, she
turns to the internet. If the internet does not have the answer,
she asks a TA. She never asks the other students for help, even
though some of them have more experience.
Before Codelearning Club, Annie had never made a computer
game, thought she had many ideas for games. She loves video
games, but “there’s no games on it that [she] really [gets]
into.” Being able to design her own games introduced her to the
idea that she could make games for people like her, people that
“don’t entirely like the boys games” and “hate the girly girl
games.” Annie told me that she tries to balance her games so they
are not too violent, but are still interesting. She likes games
that both give the player a chance to design their avatar as well
Technobiographies and Futures Selves 37
as have interesting mechanics and storylines. For Annie,
designing games for people like her is an important part of
Codelearning Club and has created a new possible career path.
Although Annie is only in fifth grade, she is ambitious
about her future and computers play a vital role. She would like
to work in schools, like her mom, or be an educational video game
designer. When talking about the type of teacher she would be,
Annie emphasized how she would use technology in her classroom,
giving students access to computers, and playing educational
games. She likes school more when she gets to use computers and
thinks her students will, too. As an educational game designer,
Annie wants to make games that students would like and would
learn something from, too. In her experience, teachers often have
their students go to “educational websites that aren’t very
educational” and she’d like to change that. She sees computer
programmer as a career she could excel in, but is careful to
distinguish herself from the “typical” computer programmer.
Annie described the typical computer programmer as “obsessed
video game players and some people who are really good at math …
Technobiographies and Futures Selves 38
and just like go on the internet all the time or just like watch
TV.” Annie had previously described herself as someone that likes
math and uses the computer a lot, but after talking about
computer programmers informed me that she only likes math because
she is good at it and does not really use the computer very much,
especially compared to the boys. She described them as being
nerds and the type of people that typically become computer
programmers. She would be the exception, and that was important
to her. Right now computer programmers only know how to make
“girly girl” games and “boy” games, and she would be the one to
help fix that. For Annie, too many female computer programmers
would only make games like “hairstyle salon,” but if there are
only male computer programmers, there will not be any games she
likes. Her solution is to be the atypical computer programmer and
help make new games that more people will enjoy.
Jace
“I like working on computers and coding, and I likeengineering, like electrical engineering andmechanical. And I work on circuits a lot at my house.”
Technobiographies and Futures Selves 39
Mrs. Wilson introduced Jace to me as the most advanced
student in the Codelearning Club. He comes once or twice a month
when he can, but is usually at sports practice. Although not as
academically successful as Annie, he has an exceptional
background in computers and plans on being an engineer like his
dad.
Jace grew up with multiple computers in his house. His dad
works as an electrical engineer and likes to build computers in
his spare time. Jace does not remember exactly when he started
using computers, but notes that he was “probably really little.”
They have always been a part of his life at home. He remembers
that his dad would let him play on old computers. As he grew up,
his dad started to show him how computers worked and invited Jace
to help him build computers. He currently can build a computer by
himself and has his own computer, which he built, in his bedroom.
He likes to upgrade and tinker with his computer, sometimes with
his dad’s help, but more often on his own.
Jace’s skills with computers have become a part of his
social life as well. When talking about what he likes to do for
Technobiographies and Futures Selves 40
fun, Jace’s interests can be placed into two categories:
computers and sports. While Jace admittedly spends a lot of time
with computers, he spends just as much time playing sports. He
plays a different sport each season and often has to miss
Codelearning Club because he is playing organized sports. Many of
the friends that he has made through sports he has brought to
Codelearning Club or plays computer games with them. Jace has set
up his own Minecraft server with his friends where they have
designed the world, established rules, and generated in game
activities through coding. Zak, another student in the
Codelearning Club, told me about how while they all play
Minecraft together on their server, most of the work is either
done or double checked by Jace. Zak said that he and many of his
friends became interested in computer programming through Jace.
During Codelearning Club, many of the boys will seek out Jace to
help them with their code. While most of the students are using
visual coding languages like Kodu and Scratch, Jace is teaching his
friends how to program in Java and Python, much more complex
Technobiographies and Futures Selves 41
coding languages. For Jace and his peer group, computer
programming is the cool thing to do.
While many students talk about computer science and
programming being things that nerds do, Jace and his friends see
it as social capital. For these students, coding is cool and
being able to make your own web page brings with it social
capital, not ridicule. Jace talks about computer programming and
playing hockey in the same breath. In traditional school
hierarchies the jocks play sports and the nerds use computers
(Eckert, 1989). For Jace, this model breaks down and he excels at
both. When the opportunity arose to make a website for the
Codelearning Club, Jace and his friends leapt at the chance to
show off their skills. Zak, who is less skilled at computer
programming than Jace, told me about hoping he could make his own
website the same way that Jace can. Their peer group often looks
up to Jace because of his technical knowledge. They also seem to
organize themselves by their skill level, with Victor, their
second most skilled programmer, taking the leadership role when
Jace is not around. When Jace is around, they often work on their
Technobiographies and Futures Selves 42
coding skills and knowledge, but when he is not around, they
default to playing or making games.
Being the most skilled with coding, Jace spends a majority
of his time helping his friends. They turn to him with questions
about coding and take his advice eagerly. Jace does not see this
as a burden, but enjoys helping them. Coding is something they
can all do together and “it’s more fun than coding alone.” The
few times I have seen Jace face a problem he did not know the
answer to, he quickly looked it up in a book about computer
programming or found the answer online. When he is home, Jace is
able to turn to his dad for help, but says that he doesn’t need
to do that often. He feels he has been working with computers for
so long that if he doesn’t know the answer he can either figure
it out or knows how to quickly find the solution.
Jace sees computer programming as a tool to be used to solve
problems. He elaborates that computer programmers not only make
games, but they also make websites, computer software, and
“basically make the computer run.” He does not think of the
visual languages as computer programming, but rather as a
Technobiographies and Futures Selves 43
computer program that is like computer programming. For Jace,
programming is like using another language that the computer
understands to get the computer to do things. Typing commands in
Java is very different than dragging around blocks in Scratch. It
also allows him to do more things than just make games. He writes
programs for his computer at home and makes websites. He thinks
knowing computer programming has helped him in math and science
in ways that knowing Scratch would not. He also sees computer
programming as a way to help him in his future.
Jace hopes to follow in his father’s footsteps and become an
engineer. He likes the idea of building things to help people and
really enjoys doing work with his hands. While he says he could
be a computer programmer if he wanted to, he simply does not find
that type of work as fun or rewarding. Instead, he sees it as a
hobby and something that he can do for fun or to help with
whatever job he ends up doing. He already knows of programs, such
as INV Inventor, that engineers use in their work from talking to
his dad. Like with school, he believes that knowing computer
Technobiographies and Futures Selves 44
programming will help him in his future career even if he is not
a computer programmer.
Eve
“Computer science is too hard. I’d rather do somethingmore fun, like be a vet…they use computers to keepnotes on pets, but that’s not hard.”
Eve took part in the summer Codelearning course, but rarely
comes to the after school club. When she is there, she makes
games in Scratch with her little sister. She likes school and
thinks computers are okay, but does not see herself working with
computers in the future.
Eve remembers having a computer in the house when she was
little, but does not recall using it often. Sometimes her dad
would show her a new game or program, but she never really got
into it and would rather play outside or with her other toys. It
is not that she did not enjoy playing on the computer, but she
liked her other toys more. As she got older, she would use the
computer more often, but only to play games and it has never been
her foremost pastime. Eve described her mom as “technologically
Technobiographies and Futures Selves 45
dumb” and her dad was good with computers, but does not know how
to program or how to fix the computer when it crashes “beyond
turning it off and on again.”
Her experience at school was similar. Once a week she would
go to the computer lab and type, but never to code or build a
computer. Her teachers did not seem any more competent than her
dad and if there were any problems with the computer, students
would just use a different one. Eve liked using the computers
more than sitting in the classroom because “it was easier to chat
with friends.” When I tried to get her to talk about the
different projects she had done on the computer, Eve could not
think of any in particular and said she mostly just used them to
type. The computers never truly captivated Eve. They were just
another machine for doing schoolwork and playing games.
During the summer Codelearning Club, Eve started to get more
interested in computers. She never realized that she could be the
one making the games instead of just playing them. Using Scratch
and Kodu opened up a new way to use computers and Eve loved it.
For Eve, it was fun to be the one deciding what the characters
Technobiographies and Futures Selves 46
and the background looked like. She always liked making art
projects and now had a new medium in which to create.
When asked about why she does not come to Codelearning Club
anymore if she liked coding during the summer, Eve told me that
she does not have the time, that her parents could not pick her
up after, and that she just is not into computers as much
anymore. She talks about it like a passing fad that was just fun
during the summer. She is not “one of the boys that just wants to
be on the computer all the time.” She said she did not have any
other friends in the club and would rather play with them than
make games. Eve also is not interested in learning how to
program, which she defined as making video games. She did not
know of any other uses for programming. She knows more than her
dad and teachers, and that is “good enough.”
This sense of being “good enough” carries over into her
coding. When Eve faces a problem she does not know the answer to,
she will change her game design instead of asking for help from
either the aides or the other students. In one of her games, she
wanted the protagonist to change colors and size while collecting
Technobiographies and Futures Selves 47
fruit. After trying to make the character change colors for five
minutes, Eve gave up and only made the character change size. She
is not interested in learning more about computer programming and
would rather make her game on her own with her own skills than
ask for help. She informed me that she knows the boys and the
aides could help her with her games, but does not want to ask
them for help. She makes her games for fun and does not want to
go out of her way to seek help. For Eve, the goal is not to get
better, but to have fun.
Eve recognizes that whatever job she ends up having she will
need to use a computer, but thinks her current skill level is
enough. Eve wants to be a teacher when she grows up. When she
looks around and sees the technology that her teachers are using,
she already knows how to use it, often times better than the
teachers. If she wanted to teach computer classes, she would need
to learn more, but since she wants to teach English, knowing how
to program is more of a luxury than a necessity. If she really
wanted to, she believes she could get better at computers, but
Technobiographies and Futures Selves 48
computer programming does not interest her and spending the time
to learn it is not appealing.
Discussion
All three students had different technobiographies leading
up to their participation in the Codelearning Club, greatly
affecting the ways in which they interacted within the club.
Annie had already spent a lot of time playing on computers both
at home and in school and was eager to learn more about them.
Jace came to the club with advanced computer skills that he
learned from his dad and spent much of his free time tinkering
with computers. Eve had some exposure to computers, but was not
interested in improving her skills. These differences become
apparent when looking at their technology identities, outlined in
table 1. Using their technology identities as a starting point,
it is possible to then look at how they interacted within the
Codelearning Club and how the club affected their perception of
their future selves.
Technobiographies and Futures Selves 49
Participant
Technology IdentitySkills Opportunit
iesImportan
ceMotivat
ionAnnie Compete
ntAvailable Highly
important
Eager
Jace HighlyFluent
Abundant Extremely
Important
Infatuated
Eve Competent
Available Unimportant
Unexcited
Table 1: Participants Technology Identities
Jace’s Affinity Space
Jace came to Codelearning Club well ahead of his peers. His
past experiences had already prepared him to work with computers
at a level much higher than the other students. Instead of
abandoning the group, however, he stayed and became a part of an
affinity space (Gee, 2004). Jace and his friends started to work
on projects together, sharing their knowledge and helping each
other get better at programming. While it started with just Jace
and his close friends, it soon grew to include about half of the
Technobiographies and Futures Selves 50
Codelearning Club. Even though Jace was the most experienced,
there were still times when he, too, did not know the correct
code and everyone would start looking for answers in books and
online. Codelearning Club served as a space for Jace and his
friends to develop and practice core programming skills in a
social environment as well as take on identities as computer
programmers (Black and Steinkuehler, 2009).
At the same time, it should be pointed out that Jace’s
computer skills did not see much improvement nor did his interest
in the subject grow during this time. It is possible that he
suffered from a classroom ceiling effect (Rifkin, 2005) where his
skills were too high at the start of the program and he did not
have much room to grow. Although Jace, himself, did not see
tremendous gains in those areas, his presence in the Codelearning
Club and being a part of the affinity space may have had a
tremendous impact on those around him. Jace still wants to work
in computer science as an electrical engineer and his enthusiasm
and expertise made many of his friends interested in having
similar careers as well. Jace’s technobiography highlighted his
Technobiographies and Futures Selves 51
skills and interest in the field. An affinity space naturally
formed in the Codelearning Club, but with his knowledge and
background, Jace was well prepared for the role peer mentor that
he found himself in. Knowing of his previous experience would
have allowed Mr. Wilson to create additional challenges or
provide more resources to him to help him improve his own skills
while still assisting those around him. Had an affinity space not
formed, it is possible that Jace would have found himself bored
and he may not have stayed a part of the group. Looking at his
technobiography could have helped Jace and his peers benefit more
from Codelearning Club.
Annie’s Apprenticeship
Annie knew how to use a computer, but wanted to learn more.
She wanted to make games, but could only do the basics. Unlike
Jace, Annie did not have friends in the Codelearning Club to
expedite the creation of an affinity space. Instead, she turned
to the aides and learned through apprenticeship (Steinkuehler,
2004; Gee, 1999). When Annie first started making games, she had
Technobiographies and Futures Selves 52
many questions and would turn to the aides for help. Through
their one-on-one interactions, the aides helped indoctrinate
Annie into the world of computer programming and game making,
helping her learn how to participate in the Discourse (Gee, 1999;
Steinkuehler, 2006). This worked well for Annie as she was able
to receive individual attention on her problems as they arose.
Her game making skills improved immensely over the course of the
semester and she started to believe that she could become a game
maker. For Annie, Codelearning Club helped transition her
interest in computers to developing an identity and future self
that makes video games.
Although Annie said she does not mind being the only girl in
Codelearning Club, her actions suggest that she would have liked
to program with other girls. Whenever there was another girl,
Annie would sit next to her and try to help her make games,
moving from the apprentice role to the master. On those days,
Annie would also spend more time at Codelearning Club, staying
later than on days when there were no other girls. Annie also
told me that she kept inviting her friends to come, but they did
Technobiographies and Futures Selves 53
not want to make video games. Annie’s personal motivation and
drive kept her coming back to Codelearning Club. It intersected
with her interests so even though there was no external
motivation to attend, Annie wanted to go every week and improve
her skills. Her motivation to learn made Codelearning Club a
successful intervention for her, but, as we will see when looking
at Eve’s story, without seeing computer programming as being
important for her future self, it would not have had the same
impact.
Eve’s Self Instruction
While Jace maintained his level of interest and Annie’s
interest grew, Eve never saw computer programming as a part of
her future self. When the others encountered problems with their
games, they would turn to their peers and the aides for help.
Eve, on the other hand, would perform a cursory search online or
change her game design. Even when she found solutions online, she
was not always familiar enough with the Discourse to understand
how to implement it. In these circumstances, she was not
Technobiographies and Futures Selves 54
motivated to seek out the help of others, and as a result, did
not learn much about programming or improve her skills. Looking
at her games from the summer and from the fall there is little
change in their complexity or in the coding. In the end, she
became uninterested in computer science and programming and
stopped coming to the Codelearning Club, even though she had
enjoyed it in the summer.
Eve’s technobiography shows what set her apart from Jace and
Annie. While Jace was growing up, he was surrounded by technology
and became an expert in using it. When he came to Codelearning
Club, he was starting at a high level of competence and knowledge
of the Discourse. Eve did not have this same history. While she
was familiar with computers, she did not have the same knowledge
as Jace. Whereas Jace could learn quickly from books and online
resources, Eve did not always have the technical abilities to
understand the Discourse, making self-instruction a challenge.
Annie started with the same deficits as Eve in those regards, but
came in with computer scientist as a potential future self. Annie
saw technology as an important part of her future and she wanted
Technobiographies and Futures Selves 55
to gain the skills. Eve was less interested in learning more.
When Annie had problems, she sought out others to help her gain
the necessary skills to make her future goals a possibility. Her
high level of interest motivated her to learn more (Edelson &
Joseph, 2004; Renninger, 1992; Gee, 2004). Without this
motivation, Eve quickly became uninterested in Codelearning club.
Knowing Eve’s technobiography lets one think of ways in
which Codelearning Club fell short and how it might have been
improved. First, Codelearning Club was an unstructured space
where learning took place voluntarily. While Jace and Annie both
had computer scientist as a potential future self, Eve did not
and needed more scaffolding in place to help her skills improve
(Vygotsky, 1980). In the summer, her interest was piqued, but her
skills were too undeveloped to accomplish her goals. Without
guidance, she did not know how to improve and her interest
subsequently waned. Jace and Annie also had future selves that
necessitate a knowledge of technology while Eve did not. Because
the actions did not have an important role in her future, Eve did
not see them it as productive work and chose to focus her
Technobiographies and Futures Selves 56
attentions elsewhere (Ito et al., 2010). Thinking of ways to
connect Eve’s interests to computer programming may help her find
a reason to think of programming as a worthwhile enterprise and
encourage her to keep learning (Steinkuehler, 2010).
Using Technobiographies
The different pieces of the students’ technology identities
highlight two important points for participating in an
intervention: having computer programmer as a part of their
identity and seeing computer scientist as a potential future
self. For all of the students, their computer skills and the
availability of technology played a role in how they identified
as a computer programmer and interacted with Codelearning Club.
Jace, who started with the highest abilities and identified
himself to me as a computer programmer, was ready to serve as a
peer mentor in an affinity space. While his own abilities did not
see a great increase, he made those around him better. Annie and
Eve had lower abilities, did not readily identify as computer
programmers, and were in a place to learn. Annie’s abilities were
Technobiographies and Futures Selves 57
able to improve through apprenticeship with the aides and Eve’s
abilities, while they stayed the same, had the potential to
increase through interacting with others in the Club.
Additionally, the future selves the students held reflect what
kind of assistance they would need. Jace and Annie, who both saw
computer scientist as a potential future self, were ready to find
the resources they needed to succeed. The looked for books,
websites, peers, and mentors that would help them learn more
about computer programming. Eve, who did not have computer
scientist as a future self, needed more assistance in finding
these resources. When the resources were not provided, she did
not seek them out on her own. As a result, her skills did not
improve and her interest did not grow. According to Oyserman and
Destin (2010) without a related future self, students fail to see
the importance of the skills they are learning and do not have
the drive to seek out information on their own. Barron (2006)
similarly found that interest played a key role in self-sustained
interest. Having the drive to learn more about a topic is
fundamental to maintaining learning and finding a way to spark an
Technobiographies and Futures Selves 58
individual’s interest should be a goal of any intervention hoping
to facilitate unstructured learning.
Knowledge of these different areas can help facilitators
determine what roles people in the intervention are ready to
take. Students that identify as computer programmers and have
computer scientist as a future self can serve best as peer
mentors, as Jace did. He took on the role informally, but he
could also have been recognized by the facilitator as a person
other students could seek out to ask questions. Students that do
not currently identify as computer programmers, but do have
computer scientist as a future self, will do well in informal
settings as they construct their knowledge through making
personally meaningful objects (Papert, 1980). At the same time,
it is important to make sure that they do not become overly
frustrated by attempting to tackle problems that are too hard for
them. In Annie’s case, the aides were able to guide her toward
game design decisions that were near her skill level, but still
challenging, scaffolding her to harder problems and keeping her
engaged. Students that neither identify as a computer programmer
Technobiographies and Futures Selves 59
nor have computer scientist as a future self need more guidance.
Eve needed a reason to keep coming to Codelearning Club. Having
knowledge of the different opportunities available through
computer science beyond making video games, such as website
design or e-textiles, could have raised her interest level and
helped her see computer scientist as a future self. Eve also
needed the scaffolding that Annie received from the aides.
Without it, her skills did not improve. Learning about students’
technology identities is a time consuming task, but one that is
worthwhile to make the most out of interventions.
Boys versus Girls
Computer programming played a different role in the life
histories of the boys and the girls. For the girls, it was a solo
activity; for the boys, it was a social activity. Jace told
stories of how he would tinker with the computer with his father
at home, learning how they worked and how to build them. He was
not the lonely hacker stereotype (Cheryan et al., 2013), but he
coded with others. This continued in how he interacted in the
Technobiographies and Futures Selves 60
Codelearning Club. When he was working on hard problems, he would
consult his affinity space for help. Jace and the other boys
sought to obtain more computer skills as a source of social
capital. Solving hard syntax issues was worthy of praise. This
was not the case for the girls.
Neither girl spoke of others when talking about using
computers. Whether they were at home or at school, using a
computer was a solitary act. Annie would sometimes ask for help,
but only from a TA, never from a peer. The girls did not have an
affinity space to participate in and instead tried to do their
best on their own. Goode, Estrella, and Margolis (2008) found
that more experienced programmers can intimidate those with less
skill, leaving them in a place where they are uncertain of
themselves and do not know where to get help. Without a cohort of
equally experienced peers, they did not have anyone with whom to
form an affinity group. This is not to say that they would not
have liked to have other girls to code with. Annie invited her
friends to come to Codelearning Club, but they never would.
Instead of seeing as something worth doing, her friends saw it as
Technobiographies and Futures Selves 61
something boys do. Annie did not lose social capital with her
friends for going to Codelearning Club, but it was not a source
of capital as it was for Jace.
Furthermore, both girls had the same technological deficits.
At home, neither girl had their own computer and instead it was
seen as a shared family device whereas Jace had his own computer
in his room. This is similar to the Margolis and Fisher (2003)
findings that suggest families do not see computers as a female
object and are not encouraged to explore the computer in the same
way boys are. Eve even shared “incompetent mother and competent
father” stories (Margolis & Fisher, 2003). Before starting
Codelearning Club, the girls had deficits to overcoming, perhaps
playing a role in why they did not assimilate as easily to the
community as the boys did.
Implications
Although Annie may be seen as a “success” story for
Codelearning Club as one more girl is now interested in computer
science, there is still a long road ahead. While she may be okay
Technobiographies and Futures Selves 62
with her skills now and coding alone, Margolis and Fisher (2002)
found in their conversations with female computer science majors
that some of the top reasons for switching majors was for feeling
less skilled than their male counterparts. Their participants
felt like computer science was the only thing the boys did, that
boys did it together, and that they would never be able to catch
up. Helping Annie and other girls, like Eve, build strong support
systems now may help ensure that they continue to be interested
in and learn about computers. This can be changed in two ways:
helping girls change their stories around computers to be social
ones and provide female role models to help them see what future
selves are possible.
Annie and Eve are not the only girls that start out at a
deficit when it comes to technology, but helping girls find a
community can help them overcome the challenges (Goode, Estrella,
& Margolis, 2008; Hayes & King, 2009). Part of the reason these
girls did not have a community to be a part of was the lack of
girls in the Codelearning Club. Goode (2008) suggests using
“social group recruitment” as a way to reach out to groups that
Technobiographies and Futures Selves 63
may not normally join computer science and programming programs.
This may help groups of people join together, such as a female
peer group that may otherwise not think about joining. Also,
inviting girls that are influential in their peer groups and
having them invite their friends may also help increase the
number of female participants (Margolis & Fisher, 2002; Barker,
Snow, Garvin-Doxas, & Weston, 2008). Another way to recruit more
girls into computer science and programming clubs is to branch
out from video games and make the content more socially relevant.
Many girls are interested in the more social aspects of
technology and are avid users of social networking sites
(Brunner, 1997; Rosser, 1990; Common Sense Media, 2012).
Connecting the content of the course with their interests will
help motivate the participants to learn and make the content
relevant to their lives outside of the course (Forte & Guzdial,
2004). These suggestions may help make computer programming more
appealing to a large group of girls who may then form their own
affinity space, providing support for one another and creating an
environment in which they want to learn.
Technobiographies and Futures Selves 64
It is also important to foster potential future selves as a
part of these programs as it makes their current activities more
identity congruent (Markus & Nurius, 1986; Gee, 2004; Ito, 2010).
To help girls see computer programing as something they could do
in the future, it is important to provide them with role models.
Creating profiles or documentaries about important female
computer scientists, such as Ada Lovelace, the first computer
programmer, or Marissa Mayer, the CEO of Yahoo!, can help girls
imagine themselves in those types of roles (Goode, 2008).
Challenging the stereotype of the lone, male programmer, can help
girls see how they can be a part of this field in the future and
that there are “people like me” in this field.
Conclusion
There is a shortage and lack of diversity among computer
programmers in the workforce. Researchers have recognized this
problem and have crafted afterschool programs and interventions
to try and reach out to more varied students and get them
interested in this growing field. Despite this, the numbers of
students, especially women and minorities, enrolling in computer
Technobiographies and Futures Selves 65
science courses continues to decline. One reason for this is
facilitators are treating all students equally instead of looking
at their technobiographies and thinking about what help each
student will need to succeed in a computer science program.
Depending on whether or not they identify as computer programmers
and if they hold computer scientist as a potential future self
changes how much and what types of instruction may best reach the
student. Ignoring the differences between students can lead to
many students that would otherwise show an interest in the topic
become disinterested. Through looking at their technology
identities, it is possible to see what support they need to
succeed.
This problem continues to be especially salient for girls.
The computer science industry would benefit from increasing the
numbers of female programmers, but this has been the same problem
for over twenty years. By looking at girls’ identities and future
selves, facilitators can start to tailor their interventions to
individual girls and help them build confidence and skills. By
making the tasks identity congruent and providing girls with
Technobiographies and Futures Selves 66
salient female role models, it is possible to help them see that
it is not only a career for boys, but one in which girls can
succeed, too.
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