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Ambient belonging: How stereotypical cues impact gender participation in computer science.

2009· article· en· 1,361 citations· W2056648275 on OpenAlex· 10.1037/a0016239

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Machine scores (provisional)

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Opus teacher head0.082
GPT teacher head0.432
Teacher spread
0.350 · how far apart the two teachers sit on this one work
Validation status
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Abstract

People can make decisions to join a group based solely on exposure to that group's physical environment. Four studies demonstrate that the gender difference in interest in computer science is influenced by exposure to environments associated with computer scientists. In Study 1, simply changing the objects in a computer science classroom from those considered stereotypical of computer science (e.g., Star Trek poster, video games) to objects not considered stereotypical of computer science (e.g., nature poster, phone books) was sufficient to boost female undergraduates' interest in computer science to the level of their male peers. Further investigation revealed that the stereotypical broadcast a masculine stereotype that discouraged women's sense of ambient belonging and subsequent interest in the environment (Studies 2, 3, and 4) but had no similar effect on men (Studies 3, 4). This masculine stereotype prevented women's interest from developing even in environments entirely populated by other women (Study 2). Objects can thus come to broadcast stereotypes of a group, which in turn can deter people who do not identify with these stereotypes from joining that group.

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The record

Venue
Journal of Personality and Social Psychology
Topic
Digital Games and Media
Field
Social Sciences
Canadian institutions
University of British Columbia, Okanagan CampusUniversity of British Columbia
Funders
Keywords
Stereotype (UML)PsychologySocial psychologyPhoneLinguistics
Has abstract in OpenAlex
yes