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Which clippings match 'Software Literacy' keyword pg.1 of 1
25 SEPTEMBER 2013

Ladies Learning Code: promoting a diverse workforce

"Ladies Learning Code is a Toronto–based not–for–profit organization that runs workshops for women (and men) who want to learn beginner–friendly computer programming and other technical skills in a social and collaborative way. Today we have chapters across Canada, a thriving girls' program called Girls Learning Code and a permanent workshop space in Toronto. Oh, and we're just getting started."

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TAGS

beginner-friendlyCanadacode clubcollaborative learningcomputer programmerscomputer programmingcomputer programming education • diverse teams • diverse workforce • gendered technology • Girls Learning Code (workshop) • girls programme • Heather Payne • Ladies Learning Code (workshop) • learn to codelearning softwarenot for profitsocial learningsoftware developerssoftware developmentsoftware literacySTEM subjects • technical skills • technology educationTorontowomenwomen and technologywomen in technologyworkshop for womenworkshops

CONTRIBUTOR

Simon Perkins
28 MARCH 2013

All students should have the opportunity to be creative with code

This is a useful initiative, despite its narrow focus on engineering and science. It would be great to see the companion film which profiles creative arts and design professionals who regularly use programming as part of their practice/work.

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CONTRIBUTOR

Simon Perkins
11 NOVEMBER 2011

Expressive Processing: Digital Fictions, Computer Games, and Software Studies

"Wardrip–Fruin builds upon the foundation laid by Lev Manovich, who, in his 2002 book The Language of New Media, suggested that the natural development of media studies in an age of 'programmable media' should be 'software studies' (a set of approaches which includes 'expressive processing' but also code studies which, in Wardrip–Fruin's words, looks at 'the specific text of code' written by developers).

Expressive Processing fulfills and extends the promise of Manovich's ideas, putting the theory into practice through a set of case studies of the artificial intelligence engines of a dozen or so software programs that might be loosely called 'games.' That the first real example of a software studies approach comes out of game studies is both to be expected and (somewhat) regretted. On one hand, games of the sort Wardrip–Fruin examines are a medium for storytelling and character creation, and as such are natural extensions of the work of previous literary and media studies scholars and thereby set up a convenient space for humanities scholars and teachers to consider the important cultural and technical issues raised by Wardrip–Fruin in an environment more familiar than, for instance, an analysis of the software that drives Walmart (one of Wardrip–Fruin's suggestions for another work of software studies scholarship). Unfortunately, like graphic novels and musical theater, the genre is still too easily dismissed as popular entertainment by too many of those who most need to hear Wardrip–Fruin's arguments."

(Doug Reside, 2010)

Reside, D. (Fall 2010). "A review of Noah Wardrip–Fruin's Expressive Processing: Digital Fictions, Computer Games, and Software Studies." Digital Humanities Quarterly 4(2).

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TAGS

academic journal • ADHO • codecode studiescultural analyticsdatadigital culturedigital humanities • Digital Humanities Quarterly (academic journal) • expressive processing • game studiesgraphic novelhumanitiesinformation aestheticsLev Manovichliterary studiesmedia studiesmusical theatre • Noah Wardrip-Fruin • popular culture • popular entertainment • programmable mediasoftwaresoftware literacysoftware studiesstorytellingtext of codeThe Language of New Mediavisualisation • Walmart

CONTRIBUTOR

Simon Perkins
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