• Gender and technology

    普通类
    • 支持
    • 批判
    • 提问
    • 解释
    • 补充
    • 删除
    • introduction

    EMPOWERING GIRLS with engaging software and stimulating web experiences that will capture their attention can teach them the value of being tech-savvy. How will girls flourish in a society of ubiquitous technology if their primary computer skill is word processing? The plethora of research on this issue suggests starting in early elementary school before technophobia sets in. Changing attitudes towards technology before the "critical filter" stage in high school when girls drop out of advanced math and science requires the collaboration of parents, teachers, and designers to create positive computer experiences.

    • It's elementary

    Changing computer concepts at a young age by providing enriching software and web adventures encourages technology learning through high school, paving the way to high-tech opportunities and a bridge over the digital gender gap.

    Girls and boys start out at comparable levels of interest and abilities in math, science and technology during lower elementary grades (McLester, 1998). Research has shown that perceptions begin to slowly change in upper elementary grades when girls tend to view the computer as a tool to complete a task, while boys begin playing games and establishing a "friendship" with their computer (Fiore, 1999). 

    • The "critical filter" stage

    The gender gap becomes evident in senior high school when a disproportionate number of females drop out of advanced math (Ma, 1999). The drop out rate is effected by the following environmental factors that have been documented in recent research.

    • College and beyond

    The inequity widens in college. According to a 2000 report by the American Association of University Women, Tech-Savvy: Educating Girls in the New Computer Age, the number of young women choosing a career in computer science is decreasing. Women represent nearly half the nation's work force and earn more than half of the current bachelor degree's, yet remain underrepresented in fields that reap the highest salaries, such as math, science, engineering and technology.


     

    • Engaging "girl software"

    Girls are geeks, too.

    The gender gap in math, science, engineering and technology has been documented and studied for many years, but only recently has there been a focus on software for girls as a possible solution to changing internal concepts of computers before environmental experiences dissuade girls from pursuing technology. Brenda Laurel, a pioneer in this niche market, conducted extensive research to produce computer games that appeal to girls. Around the same time, Mattel focused on expanding Barbie's power in the industry, and currently there is a growing number of software games and web sites for girls. 
    The best software games for girls include adventure and sleuthing scenarios. The following is a list of ideal characters for young girls who are starting to venture into technology. 
             • Freddi Fish, a little girl fish
             • Mia, the mouse
             • Madeline 
    Research has shown that girls prefer problem-solving and strategy games over shoot-to-kill scenarios. The following games incorporate this idea and are fun for girls who have graduated from Freddi Fish, Mia, and Madeline. 
             • Carmen Sandiego
             • Cluefinders
             • Nancy Drew 
    The following are examples of software that appeals to girl's interest in arts and crafts. 
             • Lego Friends
             • Orly's Draw-A-Story
             • Crayola's Magic Wardrobe 

    • Bridging the gender gap

    Perhaps if girls in elementary school experience technology as fun and enriching they will make the choice in high school to enroll in advanced math and science courses. In this way, opportunities will remain open to them that previously would be closed. Teaching girls the benefits of being tech-savvy requires the collaboration of parents, teachers, and designers. It's an undertaking that can reap great rewards for the future of our children and our society.

    • author

    Jolie Kennedy,
    San Diego State University

    • 标签:
    • number
    • gender
    • software
    • school
    • science
    • games
    • elementary
    • technology
    • girls
    • math
  • 加入的知识群:
    学习元评论 (0条)

    评论为空
    聪明如你,不妨在这 发表你的看法与心得 ~



    登录之后可以发表学习元评论
      
暂无内容~~
顶部