Technology use and needs in Latina/o communities
These series of studies focus on diverse cultural approaches to learning computer science and use of technology in Latino-heritage households and Schools.
Scratch is a visual computer programming language designed by the Lifelong Kindergarten Group at the MIT Media Lab. This is one of many tools we've used in this line of research.
TECHNOLOGY AT HOME
Latina/os are one of the largest consumer groups of technology in the United States. What are they using technology at home? How do their needs and approaches different from those of other demographic groups?
Although there is an increase in teaching computer science in schools, we still see a gap in opportunities to learn computer science across in Latina/o and Black communities. Similarly, women are often less likely to be encouraged to pursue these opportunities. These set of studies focus on understanding the existing inequity in learning computer sciences and digital technology skills. In an effort to build on the cultural strengths that children bring to learning computer science, we also study the use of technology in home settings.
Identity and Belonging in the Tech Pipeline
This project focuses on understanding the experiences of student and adults pursuing technology careers.
Although we have seen an increase in gender diversity in computer science, we continue to see a lack of Latina/o and Black students pursuing computer science careers. In these studies we focus on understanding the experiences that drive underserved students away from tech careers and how students persevere in spite of the roadblocks they encounter. This line of work focuses on issues related to stereotype threat, microaggressions, cultural wealth, and sense of belonging
Culture, Gender, and Gaming
This line of researchs focuses on the intersection between culture, gender, and gaming.
Specifically, we focus on studies understanding gaming practices among young adults. In addition to understanding how gaming impacts social life, these studies focus on understanding issues related discrimination and harassment in gaming communities. Examples of research in this area includes asking questions such as, what can we learn about differences in collaborative and social practices from observing different cultural groups interactions during video game play? What are women's experiences while gaming on-line? Do gaming communities provide a safe space for students?