skip to main content
10.1145/3409456.3409458acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicgjConference Proceedingsconference-collections
research-article

Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon

Published:24 August 2020Publication History

ABSTRACT

Hackathons are a sort of application development marathon typically lasting between 24 and 48 hours. They are increasingly becoming an alternative and popular method for fast learning and networking, bringing people together in a short period to do creative projects. However, the number of women participating in such events is extremely low and worrying, and literature lacks empirical evidence about the reasons for that. This qualitative study gathers data and brings a discussion about this topic, as an attempt to understand better why women are not so interested in this type of event. We interviewed participants of a female-focused hackathon and tried to (1) understand reasons for women not participating in hackathons; (2) understand motivational aspects; and (3) understand the main problems concerning gender in hackathons.

References

  1. [n.d.]. Annual Report - Google Diversity. Available at:<https://diversity.google/annual-report/>.Google ScholarGoogle Scholar
  2. [n.d.]. Apple - Inclusion & Diversity. Available at:<https://www.apple.com/diversity/>.Google ScholarGoogle Scholar
  3. [n.d.]. Diversify – Creating a Hackathon with 50/50 Female and Male Participants. Available at:<https://labs.spotify.com/2015/01/13/diversify-how-we-created-a-hackathon-with-50-50-female-male-participants/>.Google ScholarGoogle Scholar
  4. [n.d.]. Diversity and inclusion update: The journey continues. Available at:<https://blogs.microsoft.com/blog/2018/11/14/diversity-and-inclusion-update-the-journey-continues/>.Google ScholarGoogle Scholar
  5. [n.d.]. Women in Computer Science: Getting Involved in STEM. Available at:<https://www.computerscience.org/resources/women-in-computer-science/>.Google ScholarGoogle Scholar
  6. Sylvia Beyer. 2014. Why are women underrepresented in Computer Science? Gender differences in stereotypes, self-efficacy, values, and interests and predictors of future CS course-taking and grades. Computer Science Education 24, 2-3 (2014), 153–192.Google ScholarGoogle ScholarCross RefCross Ref
  7. Gerard Briscoe. 2014. Digital innovation: The hackathon phenomenon. (2014).Google ScholarGoogle Scholar
  8. Jeffrey C Carver and Alexander Serebrenik. 2019. Gender in software engineering. IEEE Software 36, 6 (2019), 76–78.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Sapna Cheryan, Allison Master, and Andrew N Meltzoff. 2015. Cultural stereotypes as gatekeepers: Increasing girls’ interest in computer science and engineering by diversifying stereotypes. Frontiers in psychology 6 (2015), 49.Google ScholarGoogle Scholar
  10. Sapna Cheryan, Victoria C Plaut, Paul G Davies, and Claude M Steele. 2009. Ambient belonging: how stereotypical cues impact gender participation in computer science.Journal of personality and social psychology 97, 6(2009), 1045.Google ScholarGoogle Scholar
  11. Adrienne Decker, Kurt Eiselt, and Kimberly Voll. 2015. Understanding and improving the culture of hackathons: Think global hack local. In 2015 IEEE Frontiers in Education Conference (FIE). IEEE, 1–8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Cristina Díaz-García, Angela González-Moreno, and Francisco Jose Sáez-Martínez. 2013. Gender diversity within R&D teams: Its impact on radicalness of innovation. Innovation 15, 2 (2013), 149–160.Google ScholarGoogle ScholarCross RefCross Ref
  13. Wendy M DuBow, Beth A Quinn, Gloria Childress Townsend, Rosario Robinson, and Valerie Barr. 2016. Efforts to make computer science more inclusive of women. ACM Inroads 7, 4 (2016), 74–80.Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Cláudia Letícia Ferraz Dutra and Kiev Gama. 2018. Participação feminina em game jams: um estudo sobre igualdade de gêneros em maratonas de desenvolvimento de jogos. In 12º Women in Information Technology (WIT 2018), Vol. 12. SBC.Google ScholarGoogle Scholar
  15. National Center for Science and Engineering Statistics (US)(NCSES). 2019. Women, minorities, and persons with disabilities in science and engineering. (2019).Google ScholarGoogle Scholar
  16. Allan Fowler, Foaad Khosmood, Ali Arya, and Gorm Lai. 2013. The global game jam for teaching and learning. In Proccedings of the 4th Annual Conference on Computing and Information Technology Research and Education New Zealand. 28–34.Google ScholarGoogle Scholar
  17. Carol Frieze and Jeria L Quesenberry. 2019. How computer science at CMU is attracting and retaining women. Commun. ACM 62, 2 (2019), 23–26.Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Kiev Gama. 2017. Crowdsourced Software Development in Civic Apps - Motivations of Civic Hackathons Participants. In Proceedings of the 19th International Conference on Enterprise Information Systems, Volume 2. 550–555.Google ScholarGoogle ScholarCross RefCross Ref
  19. Jennifer L Glass, Sharon Sassler, Yael Levitte, and Katherine M Michelmore. 2013. What’s so special about STEM? A comparison of women’s retention in STEM and professional occupations. Social forces 92, 2 (2013), 723–756.Google ScholarGoogle Scholar
  20. William Goddard, Richard Byrne, and Florian’Floyd’ Mueller. 2014. Playful game jams: guidelines for designed outcomes. In Proceedings of the 2014 Conference on Interactive Entertainment. ACM, 1–10.Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Denise Gürer. 2002. Women in Computing History. SIGCSE Bull. 34, 2 (June 2002), 116–120. https://doi.org/10.1145/543812.543843Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Vivian Hunt, Sara Prince, Sundiatu Dixon-Fyle, and Lareina Yee. 2018. Delivering through diversity. Mckinsey & Company. Retrieved July 26 (2018), 2018.Google ScholarGoogle Scholar
  23. Stefanie K Johnson. 2017. What 11 CEOs Have Learned About Championing Diversity. Harvard Business Review(2017).Google ScholarGoogle Scholar
  24. Peter EJ Kemp, Billy Wong, and Miles G Berry. 2019. Female performance and participation in computer science: a national picture. ACM Transactions on Computing Education (TOCE) 20, 1 (2019), 1–28.Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Brittany Ann Kos. 2018. The Collegiate Hackathon Experience. In Proceedings of the 2018 ACM Conference on International Computing Education Research. ACM, 274–275.Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Brittany Ann Kos. 2019. Understanding Female-Focused Hackathon Participants’ Collaboration Styles and Event Goals. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019. ACM, 5.Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Annakaisa Kultima. 2015. Defining Game Jam.. In FDG.Google ScholarGoogle Scholar
  28. Maria Lugones and Pat Alaka Rosezelle. 1995. Sisterhood and friendship as feminist models. Feminism and community(1995), 135–145.Google ScholarGoogle Scholar
  29. Arnab Nandi and Meris Mandernach. 2016. Hackathons as an informal learning platform. In Proceedings of the 47th ACM Technical Symposium on Computing Science Education. ACM, 346–351.Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Lavinia Paganini and Kiev Gama. 2020. A preliminary study about the low engagement of female participation in hackathons. In 42nd International Conference on Software Engineering Workshops (ICSEW’20), May 23–29, 2020, Seoul, Republic of Korea. IEEE / ACM, 193–194. https://doi.org/10.1145/3387940.3392163Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Gabriela T Richard, Yasmin B Kafai, Barrie Adleberg, and Orkan Telhan. 2015. StitchFest: Diversifying a College Hackathon to broaden participation and perceptions in computing. In Proceedings of the 46th ACM technical symposium on computer science education. ACM, 114–119.Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Johnny Saldana. 2011. Fundamentals of qualitative research. OUP USA.Google ScholarGoogle Scholar
  33. Anastasia Salter. 2017. Code before content? Brogrammer culture in games and electronic literature. Hyperrhiz: New Media Cultures17 (2017).Google ScholarGoogle Scholar
  34. Jane G Stout and Heather M Wright. 2016. Lesbian, Gay, Bisexual, Transgender, and Queer Students’ Sense of Belonging in Computing: An Intersectional Approach. Computing in Science & Engineering 18, 3 (2016), 24–30.Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Erik H Trainer, Arun Kalyanasundaram, Chalalai Chaihirunkarn, and James D Herbsleb. 2016. How to hackathon: Socio-technical tradeoffs in brief, intensive collocation. In proceedings of the 19th ACM conference on computer-supported cooperative work & social computing. ACM, 1118–1130.Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Bogdan Vasilescu, Daryl Posnett, Baishakhi Ray, Mark GJ van den Brand, Alexander Serebrenik, Premkumar Devanbu, and Vladimir Filkov. 2015. Gender and tenure diversity in GitHub teams. In Proceedings of the 33rd annual ACM conference on human factors in computing systems. ACM, 3789–3798.Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Jeremy Warner and Philip J Guo. 2017. Hack. edu: Examining how college hackathons are perceived by student attendees and non-attendees. In Proceedings of the 2017 ACM Conference on International Computing Education Research. ACM, 254–262.Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Anita Williams Woolley, Christopher F Chabris, Alex Pentland, Nada Hashmi, and Thomas W Malone. 2010. Evidence for a collective intelligence factor in the performance of human groups. science 330, 6004 (2010), 686–688.Google ScholarGoogle Scholar
  39. Stuart Zweben and Betsy Bizot. 2015. 2014 Taulbee Survey. Computing Research Association 27, 5 (2015).Google ScholarGoogle Scholar
  40. Stuart Zweben and Betsy Bizot. 2019. 2018 Taulbee Survey. Computing Research Association May 2019 (2019).Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    ICGJ '20: Proceedings of the 5th International Conference on Game Jams, Hackathons and Game Creation Events
    August 2020
    33 pages
    ISBN:9781450387804
    DOI:10.1145/3409456

    Copyright © 2020 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 24 August 2020

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article
    • Research
    • Refereed limited

    Acceptance Rates

    Overall Acceptance Rate23of43submissions,53%

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format