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Awakening
the Tech Bug in Girls
By Catherine Fiore
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Gender equity in education has been discussed
for a long time now.
The author of this feature proposes that we move beyond issues
of technology access and literacy to address problems of gender
equity
by (1) creating software that will excite girls about technology
and
(2) providing educational opportunities and role models to girls
in all
levels in school. First, this article describes software characteristics
that interest girls. Developers can use these as guidelines when
designing software, and educators can use them when selecting
programs.
Then it describes appropriate learning experiences. Educators
can
follow the guidelines given to ensure that girls are not left
behind
in our increasingly technological society.
Download
the full article (PDF, 314 KB, PDF
Instructions)
Women
hold up half the sky. By the year 2000, this old proverb will
be economically true. Women will compose half the workforce. If
we are to continue as an economically strong nation, then we must
maximize the use all of our resourcesincluding everyone in
the workforce. Education will be the primary force for preparing
this new group.
Technology
skills are the keys that girls will need to open doors to successful
careers in the next century. A gender gap in computer use and interest,
however, seems to begin at the middle school level and widens as
the girls become older. Gender differences are more evident in advanced
than in introductory courses. Far more than girls, boys have strikingly
positive attitudes toward computers, finding them more enjoyable,
important, and friendly (Lavin & Gordon,
1989). Gender differences have been documented in both computer
use and access. Girls tend to view the computer as a toolthat
is, as a means to accomplish a task such as word processing. Boys
see computers as playful recreational toys. Girls tend to develop
social skills sooner, so they do not turn to computers as silent
friends like some boys.
To
prevent the disenfranchisement of girls from technology and related
careers, technology must be changed to meet girls needs. Several
psychological, social, attitudinal, and environmental factors contribute
to the current conditions and are of concern because girls have
less access to engaging educational and entertaining software and
high-level technology classes, as well as fewer educational environments
and role models that will awaken their interest in technology. This
lack of stimulation will affect their educational opportunities
and career choices. Educators and software developers, however,
can make a difference. They can make technology interesting for
girls by using content and services that are based on girls
classroom and computer learning and playing styles.
First,
this article discusses the role that software plays in increasing
girls use of and interest in technologythat is, the
technology bug inside them. Then it describes how educators can
ensure that girls have adequate educational opportunities and role
models.
Software
for Girls: What Needs to Be Included
Boys
and girls learn and play differently. Educators, software developers,
policy makers, and parents must understand these basic differences
so that software and educational environments will capture girls
interest. If we are going to do so, then we must move beyond issues
of equal access and literacy. Theres a prevailing belief that
its easier to design software for boysand that boys
wont accept things designed for girls, although girls will
accept programs designed for boys. We must move forward and provide
content and services that will entice girls to use technology. If
girls are given something that engages them, they will flock to
it.
The
need for well-designed games for females, who have qualitatively
different expectations and satisfactions from todays computer
games, presents a challenge: How do we produce software and services
that are engaging to girls? Answer: By including specific design
and content elements based on girls learning and playing styles
in software programs. Here I present the 10 most important design
and content issues and elements (Fiore,
1998):
(1) low frustration levels; (2) story lines that appeal to girls;
(3) celebration of girls; (4) collaboration rather than competition;
(5) challenging and complex activities; (6) exploration and lack
of closure; (7) graphics; (8) rich, reality-based visuals and audio;
(9) personal exploration; and (10) interactive communication.
Low Frustration Levels
Girls
are frustrated by disk swapping, computers that freeze, sounds that
are too loud or too soft, voices that talk at them without stopping,
and trying to find things in programs. They are also frustrated
if there is not enough variety in games, objects to manipulate,
characters, and clothes to dress them.
Orlys
Draw-A-Story by Brøder-bund, however, addresses some of these
frustrations. With her Jamaican accent, Orly engages the user with
her nurturing, encouraging, and mentoring tone and nature. Easy-to-use
paint and drawing tools offer an amazing number of possibilities
(see Figure 1).
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Figure
1. Orly is depicted as a guide on the side to
encourage the user to create pictures with the outstanding
array of artists tools.
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Story Lines that Appeal to Girls
A
game without rules? No winners or losers? No shoot-em-up action?
Its unheard of. But girls are far less interested in
male-dominated
story lines. Adventure, friendship, and being creative are as exciting
to girls as action games are to boys.
Girls
seek adventures that bring complex social interaction, private
reflection,
and the ability to design their own creations into a safe and
comfortable
environment in which they can explore and create. They also like
vicarious experiences of adventures and other activities. When
theyve
been asked what they want, their suggestions have included bungee
jumping, traveling, shopping, making conference calls with friends,
designing rooms and homes, and designing clothing, especially when
they can see themselves in their creations. For example, one scenario
might be virtual shoppingwandering through a mall
and trying on different outfits with different hairstyles and makeup.
The
girls in my study (Fiore, 1998) seem
to have the highest levels of excitement when a software program
incorporates their own workdrawings, words, or storiesinto
a story or play. This gives their own work a bigger-than-life feeling.
For example:
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After
a girl was instructed to draw a tree in Orlys Draw-A-Story,
the tree became a forest of identical trees. In another case,
a girl was instructed to draw a troll; it then became the
main animated story character.
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The
American Girls Premiere by the Learning Company uses the participating
players words, character actions, and stage manipulations
in the plays it produces.
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In
IBMs Crayola Magic Wardrobe, users can design and print
historically correct outfits for paper dolls.
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Purple
Moon software allows users to direct and choose characters
and plots based on themes that range from relationships and
socializing to secrets and dreams (see Figure 2).
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Figure
2. Rockett has a variety of decisions to make throughout different
adventures.
Users can help Rockett choose the assertive, aggressive, or shy decision
and see what happens. An excellent assertiveness-training and
character-building
tool.
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Celebration of Girls
Girls
dont like stereotypes of themselves, clothing wardrobes that
are all skirts and light colors, and games that are limited to
typical
girl stuff. They want sports activities, helicopter games, and racing
games; main characters that offer the choice of being a boy or a
girl; and girl characters who are active and even ruthless.
So
far, software for girls shows the characters in dresses instead
of such other typical clothing as pants, sweat clothes, and shorts.
Other options, however, are being used. For example:
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Orlys
Draw-A-Story lets girls create pictures for stories that are
funny and innovative and present girls in a variety of activities
that are independent of traditional roles (see Figure 1 again).
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In
Barbie Magic Fairy Tales: Barbie as Rapunzel, Barbie stars
as Rapunzel in an updated version of this classic fairy tale.
Users can play games and solve puzzles to discover important
clues to help Rapunzel break the wicked witchs spell
and save the handsome prince.
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Collaboration Rather than Competition
The
research (Groppe, 1997; Huff,
Fleming, & Cooper, 1992; Miller,
Chaika, & Groppe, 1989) clearly shows that girls prefer
to work together rather than compete against one another, which
is what most games promote. Girls prefer covert competition, intricate
narratives, and group efforts that are based on complex social
hierarchies.
Girls are more interested in competing against themselves: They
set their own goals and then try to better them. Girls are
perfectionists;
thats their competitive spirit.
Purple
Moons new Rocketts Adventure Maker make it possible
for users to take collaboration one step further than in other software
because users can create endless adventures by creating what happens,
what kids say, what characters are like, as well as the backgrounds,
props, and accessories.
Most
software for girls has activities that require them to create or
design clothes, plays, and pictures that are based in the social
studies or the language arts. For example:
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The
American Girls Premiere allows girls to create plays that
replicate significant periods in U.S. history, engaging them
in creative role-play with historically accurate characters
(see Figure 3).
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Crayola
Magic Wardrobe lets users design and print historically correct
paper doll outfits.
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No
math or science themes, however, have yet been developed for girls.
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Figure
3. American Girls Premiere enables the user to create plays using
historical
props, characters, and stage settings. These features empower girls to
explore the art of producing a play with the freedom to change
activities,
explore different options, and roam about the different features of the
program. This is in contrast to traditional software programs that focus
on winning a game or completing a set task.
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Challenging and Complex Activities
Although
girls want activities that challenge them, they do not view
winning
as a necessary objective. They place priority on having fun and
getting supportive feedback. Rather than trying to win in rule-based,
die-and-start-over scenarios, girls prefer to determine their own
success by controlling thought-provoking and complex plots and designing
their own creations. In my own research, participants wanted to
design cars, places, and dolls. Action, lightning speed, and destroying
opponents didnt appeal to girls as much as making friends
with engrossing characters in narrative worlds that are enhanced
by audio and graphics. Purple Moons friendship adventures,
for example, are not games: They are immersive entertainment experiences
that resonate at a deep level and reflect whats happening
in the lives of girls 8- to 12-years-old.
Exploration and Lack of Closure
Girls
dont need to reach closure before moving onto another game
or part of a game. They seem to prefer moving freely among environments
without completing or winning games. Girls want freedom to roam,
change activities, and explore. They want to be able to do this
easily, knowing the general objectives and time involved for various
activities. Understanding the general guidelines allows them to
explore more freely (Figure 4).
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Figure
4. The new software program Sabrina the Teenage Witch: Spellbound
is another good example of exploration and lack of closure.
Users can roam through Sabrinas home and school and
explore and discover new features, help Sabrina in an adventure,
use magic tools, and play games and puzzlesall in a
rich visual environment and with the aid of the voices of
the actors from the television show Sabrina the Teenage
Witch.
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Quit
functions are available in most programs, but girls often want to
stop in the middle of a scenario or plot and are frustrated when
they cannot return to the exact spot they left. They also want to
know the length of each scenario (in hours or days), the objectives
of games, how to find things easily with icons, and how to get out
of situations easily. Current programs do not have these capabilities.
Graphics
To
create graphics that are more appealing to girls, designers should
(1) include pictures of people, plants, and animals; (2) make these
pictures relatively large and detailed; (3) include peaceful and
friendly scenes; and (4) include a variety of colors
other than the primaries (Figure 5). To create graphics that appeal
to boys, designers should (1) show figures in action, (2) include
male characters, (3) include vehicles or machines, (4) include elements
of implied suspense or danger, and (5) provide opportunities to
move or animate objects (Jakobsdottir, Krey,
& Sales, 1994).
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Figure
5. The tree fort and background lends itself to graphic details,
rich texture, nonprimary colors, and objects that girls find
appealing.
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Rich, Reality-Based Visuals and Audio
Girls
highly value the quality of an environments visual and audio
designits music, its visual atmosphere, and its voice quality.
They often find the computeresque drones commonly heard in video
games extremely annoying. The richer the environment, the more it
appeals to girls. Girls want characters, clothing, colors, voices,
comments, and scenery to look real, even three-dimensional (Figure
6). And they want the characters to act real. They want
characters
to talk the way they themselves talk, not the way adults
talkThats
a really cool drawing, not How lovely.
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Figure
6. This shot shows the type of graphics that are appealing
to girls. It is a nonanimated picture of nature, a peaceful
and friendly scene with a variety of colors and textures.
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Personal Exploration
Girls
want to explore their own personal feelings, see how different clothes
and hairstyles look on them, find out how their problems might be
solved, and understand how their boyfriends or girlfriends might
react to them in different situations. The role-playing associated
with a variety of careers is especially interesting to girls. They
like scenarios in which they might find their dream match
by entering personality traits and finding out which ones would
be compatible.
Purple
Moons products, in particular, enable role-playing of social
and relationship themes and creating adventures (Figure 7).
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Figure
7.
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Interactive Communication
I
advocate a software or online environment revolving around communication
with software characters or other people in other locations to stir
excitement for technology in girls. The interactive communication
experience would include visual and audio effects and the ability
to be in another place, time, or space and create or experience
a game, talk show, story, picture, or adventure together.
Girls
do not like characters who talk at them. They want interactionto
be able to make decisions and to respond. They enjoy conversing
with software charactersif the conversations are realistic
and the language is supportive and encouraging. For example, Orlys
Draw-A-Story uses encouraging statements to keep users interested
(Fiore, 1998). When a user follows
instructions
and draws an ugly cat, Orly says, Oh, look at that! Its
nice and ugly. When the user is done, Orly tells her, Man,
this is the ugliest cat I have ever seen. You sure can draw ugly
good! And as the user completes a drawing of a troll house,
the grumpy old troll peeks out the door and says, What are
you drawing? Cant you draw faster than that?
and What are you doing out there? When the drawing is
finished, Orly says, Now, Ive got to say that is the
unusualest, coolest troll house I have ever seen. The users
drawing is then used to create a village of troll houses that are
identical to the users creation.
Summary
These
10 guidelines can help software developers create programs that
girls enjoy. They also can help educators find software that will
interest girls in technology. Web sites that are successful in holding
girls interest in using technology have these same
characteristics.
Of
course, educators must do more than just choose appropriate software:
They must ensure that access is equitable in their classrooms, schools,
and districts. They also need to provide role models for girls:
Women who demonstrate that girls can be successful using
technologyand
that technology can be fun.
Educational
Opportunities for Girls
Middle
school girls seem to enjoy technology education and are confident
in their abilities, but still most of them do not continue with
this education in high school. Despite the many grant-funded projects
in the United States that have sought to advance gender equity,
classroom teachers remain astonishingly unaware of the issue and
the concepts that might best address it.
So
what can we do? By following 18 steps, educators can go a long way
toward making a difference for girls: (1) become aware of stereotyped
attitudes and biases, (2) discuss choices of technological careers,
(3) discuss economic realities, (4) encourage the few, (5) hire
more female technology teachers to serve as role models, (6) change
strategies, (7) rethink competition, (8) change scheduling, (9)
provide more information to those who have influence, (10) provide
role models for girls in technology education, (11) write grants,
(12) build collaborations, (13) embed equity within a whole approach,
(14) encourage new visions, (15) begin early, (16) be patient, (17)
include both females and males, and (18) disseminate and build on
what we know.
Become Aware of Stereotyped Attitudes and Biases
Girls
still tend to be less confident than boys in their abilities to
use computers, and both sexes still perceive computers predominantly
as the domain of males. Because many students develop their attitudes
about computers in schools, it is important that computer tasks
and software meet students learning needs and show students
how computers can be used to solve problems, help decision making,
and achieve important and relevant goals. Obviously, computers are
gender-neutral, yet in their use, they sometimes reinforce gender.
Discuss Choices of Technological Careers
Lack
of knowledge about technological careers and firmly held stereotypes
about appropriate careers for women constitute a major
difference in attitude between girls who choose to take technology
education and those who do not. Many students have no real resource
that can inform them of their career choices and help them make
reasonable plans for continued education and training after high
school.
Discuss Economic Realities
Girls
seem unaware of the possibilities of and limitations on salary and
promotion for women in traditional careersand, indeed, girls
are often far less concerned with economic realities than are boys.
For this reason, teachers must make the connection between school
and work clearer. Even more important, girls must overcome stereotypes
about what are appropriate careers for women. Videos and other materials
can be used to show students how the skills they are learning are
actually used in the workplace and how women contribute to technological
fields.
All
students need to learn the economic consequences of choosing specific
careers and the relative salary and promotion prospects they can
expect for different occupations. In particular, though, girls should
be able to compare earnings and relative salaries they can expect
for both traditional female jobs and those in technology.
Encourage the Few
Only
a small number of girls will be pathfinders and challenge the
stereotypes
about nontraditional careers for women. Among the reasons that girls
felt discouraged from taking technology education were (1) a reluctance
to take classes in which they would be vastly outnumbered by boys,
(2) discomfort with an image of themselves in nontraditional jobs,
(3) lack of confidence in their abilities, and (4) concerns about
the reactions of friends and family. If support groups were organized
for girls in technology education, the few who want to pursue the
field might feel more encouraged.
Hire More Female Technology Teachers to Serve as Role
Models
Schools
must put a high priority on hiring more female technology teachers.
These women can be important role models for girls who are interested
in technology, and they can more directly change attitudes for both
girls and boys about careers for females in technological fields.
Change Strategies
Strategies
such as curricular revisions and laboratory reorganizations can
help attract more girls to technology classes. Teachers may need
to attend training sessions or obtain new materials, but ultimately
they must be aware that girls have differing interests and be willing
and able to make the learning environment and subject of technology
attractive to girls. Images of women working in technological jobs
and products made by female students might be displayed in classrooms,
for example. Offering a broader and more nontraditional range of
projects to work on also may attract more girls. The principles
of technology can be learned just as well from building a house
as from building a bridge.
Rethink Competition
Consider
the effects of different kinds of competitions. For instance, should
you use group or individual projects? Individual grades or group
grades? Do you need guidelines and ground rules on acceptable behavior
for both boys and girls to ensure that girls play an equal role
in the classroom and are not forced to take stereotyped roles? How
can you make sure boys do not take over?
Change Scheduling
Try
to maximize the number of girls in a particular technology education
class. Girls are reluctant to take classes where they may be one
of only a few girls. Try to increase the number of girls in a certain
section so as to combine as many girls as possible in a certain
technology education class. If there are more than four or five
girls in a class, other girls will feel more comfortable about signing
up for the class (Silverman & Pritchare,
1996).
Provide More Information to Those Who Have Influence
Guidance
counselors provide considerable information to students about the
electives that are available and how those choices might fit with
the various career options that students might be examining. Girls
can be encouraged to consider technology education, particularly
if they are not sure whether they want to attend college or if they
have expressed an interest in engineering or a technological career.
Teachers might consider a forum in which girls who are taking technology
education would talk with prospective students who are considering
what electives to choose.
Because
stereotypes still remain about appropriate subjects and careers
for women, schools must provide better information to all students
about their options for technological careers and the role women
can and do play in such occupations. Teachers and guidance counselors
can help students connect what they do in class with the world of
work. Research results clearly show that girls are not well informed
about what is available in high school technology education classes
before they have to choose their electives. Because they have less
experience with technology outside of school and must fight stereotypes,
girls need encouragement from their teachers and guidance counselors
and more detailed information about what is available.
Provide Role Models for Girls in Technology Education
In
both middle school and high school, girls need to meet and talk
with successful women who work in technological fields. Evidence
strongly suggests that all adolescence girls are subject to private
or public silencing of their voices, a loss of a sense of authority
about what they know from experience, and a tendency to idealize
relationships (Silverman & Pritchare,
1996).
Write Grants
One
of the educational goals in the United States is to be first in
the world in mathematics and science achievement by the year 2000
(National Educational Goals Panel, 1991).
Local and national womens associations and the National Science
Foundation are great places to start.
Build Collaborations
Talk
with other people about the relationships they see between equal
education and the economy. Involve new parties. Create new social
partnerships by bringing new people to the table to imagine the
future.
Embed Equity Within a Whole Approach
Build
an infrastructure that will surround your ideal. Patches dont
work. Confront isms head on. Deal with racism, sexism,
bias, and stereotyping in a straightforward manner. If we dont
do this, we allow barriers to be created that will guarantee failure.
Look through the lens of equality. Focus on equity and excellence
will follow. Its not just nice, its essential. Well-done
equity projects lead the way and bring good ideas to everyone.
Encourage New Visions
Equity
raises the level of expectations for both girls and boysand
also teachersand capitalizes on human potential. Take advantage
of this fact.
Begin Early
Equity
in parenting and early childhood is essential. Begin introducing
young girls to various technologies such as electronic toys and
gadgets, software, and toys that require manipulation and design
(e.g., Lego kits, design software, and Lincoln Logs). Have your
young girls work with you when you are creating, fixing, or just
exploring the day-to-day tasks of living.
Be Patient
The
devastating effects of generations of gender bias cannot be undone
immediately. Begin with small steps and learn to recognize the
differences
in how girls and boys learn and play. Small steps make it okay for
girls to use technology differently than boys as well as to have
different interests in software. Girls have many different toys
than boys. Girls learn and play differently.
Include Both Females and Males
As
we encourage women and girls to grow and expand their options, we
need to develop similar efforts to help males both support these
changes and expand and realize their own potential.
Disseminate and Build on What We Know
The
mainstream educational media occasionally run articles on gender
equity, but the issue is hardly a top priority. Furthermore,
professional
education associations rarely feature major speeches on gender equity,
and when a workshop on the topic is given, most of those who attend
already are convinced of the issues importance and are doing
something about it.
I
see three main reasons why all of the effort thus far has had little
effect. For one, most of the workshops are quick fixes, lasting
just an hour or two. Activities designed to create awareness of
gender inequities may be essential, but teachers have developed
sexist attitudes and beliefs over a lifetimejust like anyone
else. A short one- or two-hour session is not enough to change this.
Second, most workshops stop with an awareness of the problem and
pass lightly over solutions. With-out solutions, there can be no
progress. Finally, classroom teachers have many professional agendas
that compete for their attention.
Conclusion
Albert
Einstein (as cited in Jukes et al., 1998)
said, The world we have created is a product of our thinking.
It cannot be changed without changing our thinking (p. v).
A survey of the literature indicates that, in general, teachers
and schools are not yet integrating newer computer applications
into the curriculum and that gender differences in computer use
and attitude exist (Kiesler, Sproull, &
Eccles, 1985; Thompson, Simonson,
& Hargrave, 1992; Whiteside,
1992). Reports (American Association
of University Women [AAUW], 1992; Thompson
et al.) indicate that girls are shortchanged in the public
school system, especially in the areas of math, science, and technology,
and that sex and gender equity issues are still not well understood
by many educators. These researchers also suggest that inservice
training on equity issues can both increase awareness and provide
specific tools for achieving a more equitable education environment.
The National Coalition for Women and Girls in Education (AAUW)
has repeatedly noted that the National Education Goals cannot be
met without specific attention to girls, and they have stated that
educators attention must be directed to those specific design
and content elements in software that are based on the specific
learning and playing styles of girls and of boys. Researchers (Kay,
1992; Proctor & Burnett, 1996)
argue for a qualitative, contextual, developmental approach to acquire
a more precise understanding of how behaviors associated with computer
attitude, aptitude, and use emerge.
Usually
starting around the middle school years and puberty, girls start
to get a message that computing is for boys (DeBare,
1996). By creating and choosing software that is appropriate
for girls and will hold girls interest, education and business have
taken a big step in the direction of assuring girls that computers
are for them. Then educators must follow-up by creating learning
experiences that will ensure that girls continue to learn to use
the technology.
Catherine
Fiore, cfiore@pepperdine.edu
References
American
Association of University Women. (1992). How schools shortchange
girls: A study of major findings on girls and education. Washington,
DC: AAUW and Education Foundation and Wesley College Center for
Research on Women.
DeBare,
I. (1996). Computer classes lack key feature: Girls faces.
Logged on or left out, part 5: Women in the computer industry.
Sacramento
Bee [Online serial]. Available: www.sacbee.com/news/projects/women/wcmain.html.
Fiore,
C. (1998). Design and content elements present in current
girl-software
programs that girls identify as engaging. Unpublished doctoral
dissertation, Pepperdine University, Culver City, CA.
Groppe, L. (1997). Girl talk [Online document].
Huff, C., Fleming, J., & Cooper, J. (1992). Gender differences
in human-computer interaction. In C. D. Martin & E. Murchie-Beyma (Eds.),
In search of gender-free paradigms for computer science education (pp.
26-40). Eugene, OR: International Society for Technology in Education.
Jakobsdottir,
S., Krey, C., & Sales, G. (1994). Computer graphics: Preferences
by gender in grades 2, 4, and 6. Journal of Educational Review,
8(2), 91-100.
Jukes,
I., Dosaj, A., Matheson, A., McKae, B., Holmes, L., McKae, W., &
Armstrong, S. (1998). NetSavvy: Information literacy for the
communication age. Miami, FL: NetSavvy Group.
Kay,
R. (1992). Understanding gender differences in computer attitudes,
aptitudes, and use: An invitation to build theory. Journal of
Research on Computing in Education, 25(2), 159-171.
Kiesler,
S., Sproull, L., & Eccles, J. (1985). Pool halls, chips and
war games: Women in the culture of computing. Psychology of Women
Quarterly, 4, 451-462.
Lavin,
T., & Gordon, C. (1989). Effects of gender and computer experiences
on attitudes toward computers. Journal of Educational Computing
Research, 5(1), 69-88.
Miller,
L., Chaika M., & Groppe, L. (1996, April). Girls preferences
in software design: Insights from a focus group. Interpersonal
Computing and Technology: An Electronic Journal for the 21st Century
[Online serial], 4(2). Available: www.helsinki.fi/science/optek/1996/n2/miller.txt.
National
Educational Goals Panel. (1991). The National Education Goals
report, 1991: Building a nation of learners. Washington, DC:
U.S. Government Printing Office.
Proctor,
R., & Burnett, P. (1996). Computer attitude and classroom computers.
Computers in the Schools, 12(3), 33-41.
Silverman, S., & Pritchare, A.. (1996). Building their
future: Girls and technology education in Connecticut. Journal of Technology
Education [Online serial], 7(2).
Thompson,
A., Simonson, M., & Hargrave, C. (1992). Educational technology:
A review of the research. Washington, DC: Association for
Educational
Communications and Technology.
Whiteside,
C. (1992). Developing sex equity awareness in computer literacy
courses. In M. Wilson (Ed.), Options for girls: A door to the
future (pp. 251-257). Austin, TX: Pro Ed and Foundation for
Womens Resources.
Visit Catherine Fiores Web page of current girls software
and Web sites at www.EDsOasis.org/Treasure/Girls.html.
View
Sidebar.
Awakening
the Tech Bug in Girls
By Catherine Fiore
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Software
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Orly's
Draw-A-Story
www.broderbund.com
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The
American Girls Premiere
www.thelearningco.com
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Crayola
Magic Wardrobe
www.pc.ibm.com
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Barbie
Magic Fairy Tales
www.mattelmedia.com
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Secret
Paths
www.purple-moon.com
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Rockett's
Tricky Decision
www.purple-moon.com
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References
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DeBare,
I. (1996). Computer classes lack key feature: Girl's faces.
Logged on or left out, part 5: Women in the computer industry.
Sacramento Bee [Online serial]. Available:
www.sacbee.com/news/projects/women/wcmain.html
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Groppe, L. (1997). Girl Talk [Online document]. Available:
www.thesite.com/0397w4/iview/iview431_031797.html
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Miller,
L., Chaika, M., & Groppe, L. (1996, April). Grils' preferences
in software design: Insights from a focus group. Interpersonal
Computing and Technology: An Electronic Journal for the 21st
Century [Online serial]. Available:
www.helsinki.fi/science/optek/1996/n2/miller.txt
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Silverman, S., & Pritchare, A. (1996). Building their future: Girls
and technology education in Connecticut. Journal of Technology Education
[Online serial] 7(2). Available: http://borg.lib.vt.edu/ejournals/JTE/jte-v7n2/silverman.jte-v7n2.html
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Visit Catherine Fiores Web page of
current girls' software and Web sites at http://www.EDsOasis.org/Treasure/Girls.html
Resources
Orly's
Draw-A-Story
Ages: 5-13
Publisher: Broderbund, PO Box 6125, Novato, CA 94948; 800.474.8840
www.broderbund.com
Platform: Windows/Macintosh CD-ROM
Cost: $29.95
The
American Girls Premiere
Ages: 5-12
Publisher: The Learning Company, cust_serv@learningco.com, 800.685.6322
or 617.761.3000, www.thelearningco.com
Platform: Windows/Macintosh CD-ROM
Cost: $35.00
Crayola
Magic Wardrobe
Ages: 6-12
Publisher: IBM, 888.411.1WEB, www.pc.ibm.com/
Platform: Windows/Macintosh CD-ROM
Cost: $19.95
Barbie
Magic Fairy Tales: Barbie as Rapunzel
Ages: 4+
Publisher: Mattel Media, www.mattelmedia.com
Platform: Macintosh/Windows CD-ROM
Cost: $29.95
Secret
Paths
Ages: 8-14
Publisher: Purple Moon, 888.2PURPLE, feedback@purple-moon.com,
www.purple-moon.com
Platform: Macintosh/Windows CD-ROM
Cost: $29.00
Rockett's
Tricky Decision
Ages: 8-14
Publisher: Purple Moon, 888.2PURPLE, feedback@purple-moon.com,
www.purple-moon.com
Platform: Macintosh/Windows CD-ROM
Cost: $29.00
The software industry is releasing increasing numbers of programs aimed
at girls. Currently more than 70 such programs are on the market, almost double
what was available one year ago. Visit Catherine Fiore's Girls, Girls, Girls
page (www.EDsOasis.org/Treasure/Girls.html) at ED's Oasis for descriptions
of these software packages and of Web sites for girls.
Copyright © 1999, ISTE (International Society for Technology
in Education).
All rights reserved.
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