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Introduction
Gender
Inequalities in Education
Gender,
Computing, and Kids
The
Gender Gap in the Computing Field
Apple
Classrooms of Tomorrow
Whitmore
High School: A Case Study of Computer Usage
Boys
Muscle Girls Out
Girls
Need Space
Bennet
School
Computer
Projects for Mother and Daughter
Expanding
Your Horizons in Math and Science
Computers
and Technology: Differences In Gender
Gender
Bias In Educational Software
Educational
Software For Girls
Computers
In the Classroom: What is the Effect on the Gender
Gap?
Beyond
Equal Access
Last
Words
About
the Authors
References
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Gender
Bias In Educational Software
A study of children's perceptions of gender in
software which uses purposely 'androgynous' humanoid
figures found that children overwhelmingly identified
these figures as male. Evidence shows that "gender
conditioning begins at a very young age and is reinforced
through the toys purchased and the nature of play."
(Bradshaw) It is not
sufficient, therefore, to simply place "genderless"
creatures in educational software in order to remove
gender biases; because of enculturated notions of gender,
children continue to perceive these gender-neutral
characters as male. The effect is that, "even where
well-intentioned, software may also carry gendered
meaning." (Bradshaw)
These results are important because "the overwhelming
male identifications at the initial stage may make it
more difficult for girls to identify directly with the
images on the screen" which may contribute to "the
complex process whereby from an early age girls learn
that computers are associated with maleness." (Bradshaw)
The same study found, however, that young children's
perceptions (the children in the study were between 5 and
6 years old) can be influenced by an adult working with
the child, so that it may be possible to "change their
initial male-as-norm responses." (Bradshaw)
Software designers must understand the way children
view gender and work to develop software which subverts
gender stereotypes (perhaps, as suggested by the study,
through the use of humor). The study also suggests that
designers "draw on the already existing theoretically
sophisticated literature from art practitioners who have
confronted the issue of deconstructing gendered images"
to create images that girls will relate to on the screen.
(Bradshaw) Only when the way
children actually view on-screen images is addressed will
they begin to view software as gender-neutral.
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