Annotated
Bibliography
Gender-sensitive
issues in technology based curriculum and instruction
This annotated bibliography
explores educational research and programs that involve technology and
how curriculum and teaching with technology can serve as barriers or
support for student learning. The literature challenges
'established'
educational theories and existing frameworks that hinder educational
achievement and participation in the field of technology, and suggests
alternatives involving new learner-centered approaches. The bibliography
cites examples of gender-sensitive curriculum and teaching methods in
the field of computer-based learning.
Biases
in Technology Programs
Menzies, H. Women-Centered
Learning in a Digital Universe. Paper presented at Canadian Congress
for Learning Opportunities for Women. Montreal. March 1997.
The digital age, where global networks represent the new work environment,
is creating a two-tiered workforce, with new skills and performance
standards necessary to compete. This polarization due to the emerging
digital universe, is moving into the education and learning sphere,
creating a culture of 'knowledge workers.' Menzies cites a 1992 report
on computer use in US schools that found well-funded schools were teaching
their students to create multimedia presentations with the support of
teacher-facilitators, while the poorer schools were using computers
for drill work and computers were in effect replacing teaching (the
dumbing-down concept of education.) Menzies states the global networks
of the new digital economy will create a new type of colonization, which
will include public sector institutions such as education and health.
The over-development in technology is causing a rift so that the traditional
forms of media and people associated with them are becoming marginalized.
Menzies purports that women will be the ones heavily marginalized unless
special measures are enacted to provide access and support to be able
to manipulate the technology and be able to flourish in the new digital
age.
Frenkel, K. "Women
and Computing" Communications of the ACM, v33 n11 Nov. 1990.
This article examines the trend that many women who are opting for careers
in technology are opting out of academia, or do not pursue advanced
degrees, but rather enter industry jobs. Researchers believe that many
girls and women are uncomfortable with the stereotype of the 'computer
culture'. In addition, current computer science curricula that emphasizes
divisions of functions is counter-intuitive to the way many women learn.
Therefore, this male-centered curricula design causes women to lose
interest in the courses. In addition, female computer science students
reported discrimination both subtle and overt, that had 'acute consequences
on their self-confidence, ability to perform, and career advancement
opportunities' (Etzkowitz). The lack of female faculty for female students
to turn to as mentors and role models added to the problem.
Zuga, K. "Addressing
Women's Ways of Knowing to Improve the Technology Education Environment
for All Students." Journal of Technology Education.
V10 n2 p.57-71, spring 1996.
This article uses various feminist theories as a basis to question the
way science, and later technology has been developed and taught. Zuga
criticizes traditional philosophers of science such as Bacon, Descartes,
and Perry, who contributed to the creation of the Western model of science
as masculine, dominant and rational, and nature as feminine and passive.
Zuga uses the term 'feminists of the new moral vision' to assert eco-feminism
and cultural feminism, and not radical feminism is the means necessary
to promote 'the value of women's ways of thinking and acting' in the
technology sphere. The article asserts that technology educators should
re-examine their own philosophies and views of technology that may be
'value-laden' by traditional hegemonic practice. Zuga concludes that
educators should study feminist theories to develop new methods for
teaching girls/women in technology programs. Furthermore, Zuga asserts
social reconstruction framework can address issues of other underrepresented
groups by giving them a voice to "
subvert prescriptive technologies
in favor of redemptive technologies."
Classroom Dynamics
Dixon, C., "Action,
Embodiment and Gender in the Design and Technology Classroom." Gender
in Secondary Education Balancing the Books. Ed. A. Clark and E. Millard.
London: Routledge, 1998. 145-162.
This chapter discusses a 1994-96 study involving narratives of how 13
and 14 yr. olds' daily exchanges in the classroom construct the meaning
of gender, schooling and class. The assessment views the students "
not
only as 'learners' but also an individual with a life history of class,
gender, ethnicity, with a psychology of desire and fear." Through student
and teacher interactions in the technology workshop the author purports
that the set-up of the technology workshop classroom reflects a 'site
of bodily power' (as defined by Morgan, 1993). This socially-constructed
site is conducive or permissive of particular forms of dominant and
aggressive male actions. Females in the class react by either voluntary
or imposed deferral of their space that result in situations of "marginalization
and exclusion from equal participation." The teacher's role should be
to devise a new model for the classroom where females can be "seen and
heard."
Opie., C., "Gender
Issues in Information Technology." Gender in Secondary Education
Balancing the Books. Ed. A. Clark and E. Millard. London: Routledge,
1998. 80-95.
The author asserts that schools should assist parents in acquiring computer
skills along with their children. Schools need to define a clear anti-sexist
pedagogy. Students must have a supportive framework in which to test
their own ideas. Such measures as decreasing the amount of competitive
projects and increasing co-operative group activities in order to provide
a more conducive atmosphere for girls' learning is suggested. However,
interventionist strategies must not only focus around 'equity' issues
in school but also address societal factors such as attitudes and expectations
towards girls and technology.
Gender
Preferences in Design
Cassell,
J. and Jenkins, H. From Barbie to Mortal Kombat Gender and Computer
Games. Cambridge, MA : MIT Press, 1998. Storytelling as a Nexus
of change in the Relationship between Gender and Technology: A Feminist
Approach to Software Design, Ch. 13, pp.298-302. Many software programs
or sites designed specifically for girls promote traditional stories
of girlhood that favor an 'ideal type of girl audience' and trains girls
to model prescribed societal roles. Cassell asserts that software, instead
of predetermining roles, can allow children to 'try out' their identities
and explore the possibilities of expression and in doing so they will
find ways to understand their social sphere and develop an understanding
of themselves. Cassell proposes that technology take on a 'performative'
role by allowing students to construct their own gender identities.
The postmodern view of gender as being 'performative' implies "
that
it is both socially constructed and capable of being explored on a personal
level and played in different ways in different contexts" (Butler, 1990;
Sedgewick 1993). An example of a storytelling activity would provide
students with an opportunity to construct their own identity, including
their gender, in their own way rather than having it already be determined
for them.
Kafai, Y.,"Gender
Differences in Children's Constructions of Video Games." Interacting
with Video. Ed. P. Greenfield and R. Cocking. New Jersey: Ablex
Publishing Co., 1996. 39-66.
This article is based on the Game Design Project (Kafai, 1993, 1995)
where 16 fourth-graders designed software to assist third-graders in
learning fractions. "The most notable differences between boys and girls'
designs were in the character development and design of feedback. "
Girls preferred to name their character "a generic or more personal
'you'", whereas boys preferred fantasy characters. Girls preferred non-violent
to violent feedback.
Miller, L., Chaika,
M., and Groppe, L., "Girls' Preference in Software Design: Insights
from a Focus Group" Interpersonal Computing and Technology: An Electronic
Journal for the 21st Century. V4 n2 pp. 27-36, April 1996.
The authors assert that "
games are typically the first encounter
that children have with computers. However, gaming strategies for computers
almost always conform to the characteristics desired by boys." (Huff
and Cooper, 1987). In this study teachers were asked to design software
for their seventh grade girls. The programs designed indicated to the
researchers that "the expectations the software designers hold about
the users of the software they design is central in determining the
way the software design interacts with the user." The National Science
Foundation conducted a pilot study with Rice University to investigate
30 adolescent girls' preference in software. The findings reflected
the following phenomena: manual as the last resort: no girls' sought
assistance from the manual, non-closure/exploration: participants didn't
reach closure before moving to the next game, willingness to explore
in an unstructured way, rich texture: girls placed a high value on the
quality of the audio/video environment, collaboration over competition,
education over entertainment for older girls (10-12), virtual reality:
girls experienced adventures like bungee jumping vicariously, career
exploration; real-life simulations and role-playing associated with
a variety of careers, interactions with males/soap opera and talk show
replication/travel and cross-cultural communication: reflected the girls'
social needs and communication-oriented aspects.
Turkle, S. 1984.The
Second Self: Computers and the Human Spirit. New York: Simon and Schuster.
pp. 104-110. A project where children designed a software program
using LOGO. Turkle observed two types of preferred play behavior she
defined as characteristic of 'hard' or 'soft masters'. Children who
approached the project as hard masters seemed to perceive the world
as something that should be brought under control. They liked games/toys
where they could construct and operate. Hard masters exercised their
will over the machine through the implementation of a plan. They viewed
the computer as an abstract entity and identified with the abstract
part of it. Soft masters treated the computer as a physical object and
identified with it for purposes of fantasy play. Turkle asserts that
soft masters see the world as beyond their direct control and something
they need to accommodate. Soft masters' designs reflected an overall
shape that emerged through the interaction with the medium, a rearranging
rather than construction of elements. Turkle concludes that girls tend
to be soft masters where as boys overwhelming tend to be hard masters.
Curriculum/instruction/classroom
Pryor, J., Enhancing
Confidence in the Gender Sensitive Curriculum. National Association
for Urban Studies, Lewis Cohen Urban Studies Centre, University of Brighton,
United Kingdom. 1994.
Pryor asserts that children's beliefs about the cause of their difficulties
have an influence on their ability to "cope with intellectual challenges."
Children that believe their problems are short-term and controllable
tend to respond with increased effort. On the other hand if children
believe the problem is out of their control they will eventually enter
into a state of 'learned helplessness' (Weiner, 1984). The author purports
this is more characteristic among girls than boys as "
teachers
attribute boys' success to flair and girls ' to hard work, boys' failure
to laziness and girls' failure to insufficient ability" (Walkerdine,
1989). The research of Dweck and Licht, 1985, 1978 suggest these behaviors
are socially-constructed and can be unlearned. In his research, Pryor
used the Logo, software package to stimulate learned helplessness in
girls. The features of the software Pryor used to elicit the response
is that it is a "problem-solving program, with built in challenges,
unfamiliar, with emphasis on giving commands, and clear 'right' or 'wrong
answers." Due to the intervention of a female technology teacher, girls
did not exhibit signs of learned helplessness, but rather gained confidence.
The teacher emphasized process rather than the outcome or a specific
result. She gave students as much time as they needed to complete the
assignments so they could become familiar with the medium, and co-operation
rather than competition, and the teacher took on a lesser role and allowed
peers to take on a greater role in evaluating each other's projects.
These tactics seem to offset the primary school children's (usually
girls) anxieties and an extreme desire to conform and please as described
by Weiner, 1980.
Littleton, K.,
"Girls and Information Technology." Equity in the Classroom Towards
Effective Pedagogy for Girls and Boys. Ed. P. Murphy and C. Gipps. London:
Falmer Press, 1996. 81-96.
Teacher
Training
Morse. F.K.,
The Gender Gap in Computer Knowledge, Confidence, and Attitudes: What's
Experience Got to Do With It? Thesis presented to the Faculty of the
Graduate School of Education of Harvard University. Cambridge: Harvard
University, 1996.
Based on a survey of 595 expert and novice computer-using educators
(hardware, software, and programming), a majority of the sample thought
programming should be required for computer literacy. No gender differences
in computer attitudes were found however there were significant differences
favoring men in confidence. Gender differences in knowledge and confidence
can be explained by differences in computer experiences of men and women
(Morse, p.173). Recommendations based on the study are that computer
literacy for teachers should include hardware and programming to increase
teacher confidence (especially women). The study found a strong relationship
between knowledge, confidence, and computer experience. In this sample
men knew more programming languages and had higher skills in all languages
except LOGO.(Morse, p.165) The study concluded that if this trend continues
women will be shaped by technology rather than be creators and designers
of technology. Women are behind men in all types of experience, their
role may become one of 'catch-up' rather than innovation. Women teachers
may not be as involved in designing technology programs in their schools.
Competing demands and priorities are restricting the amount of time
female teachers have to experiment.(Becker, 1994 from Morse, p. 166)
Cultural barriers arising from technology being seen as a male domain
has the effect that women are reticent to use it and 'do less tinkering'.
Recommendations are:
1) Hands on computer
hardware training has positive affects on women's confidence.
2) Programming experience gives teachers the opportunity to control
the computer and will boost confidence. There needs to be a broader
view of computer literacy that includes hardware and programming experience.
Limiting experience to understanding software programs will perpetuate
the current knowledge gap in computer knowledge and confidence. In terms
of use and comfort with computers, the 'quantity of use' is an important
indicator in both knowledge and confidence.
However, it takes
both quality and quantity of experience to account for knowledge differences
between men and women. Programming experience narrows the gender gap
in confidence. Programming assists in "
demistifying hardware and
understanding software." (Morse)
Pryor, J. He,
She and I. T.: Groupwork in a Gender-Sensitive Area. Paper presented
at the Annual Conference of the British Educational Research Association,
Liverpool, England. Sept. 1993.
The purpose of this two-year study of a classroom of 9 and 10-year old
students, was to first evaluate and then address ways to overcome gender
bias in the use of computer technology in the classroom. The researcher
used classroom observations, focus group interviews with students, and
individual interviews with teachers for his study. During the pilot
study, Pryor noted the boys' stereotypical dominance of computer technology
in the classroom. This trend supported the current theories that 'boys
were preparing themselves for power, while girls were preparing for
powerlessness in this classroom process' (Spender, 1983.) Pryor also
noted the boys' focus on goals/end-products versus girls' focus on process.
He determined that the teacher's role was central in directing the learning
process and setting up group dynamics, structure of assignments, and
introducing female role models to the class. Although initially students
performed according to their gender roles, with boys outperforming girls,
once the gender-sensitive interventions were introduced there was a
positive shift in girl's performance. These gender-sensitive interventions
consisted of a female teacher who was well-versed in I.T., and interested
in gender issues. The female teacher created male/female teams to work
on assignments. She also introduced other women working in I.T. careers
who came to speak and interact with the students. The female teacher
emphasized process rather than end-product, and encouraged collaboration
and co-operation rather than competition among peers. Both girls and
boys attitudes became more similar as they both became accustomed to
the collaborative working environment. Finally, the students reacted
positively to having work partners with differing abilities, as opposed
to feeling uncomfortable beforehand.
Research
on causes of females' attrition in technology programs
Silvermann, S.
and Pritchard, M. "Building Their Future: Girls and Technology Education
in Connecticut." Journal of Technology Education. V7 n2, spring 1996.
This article is based on a 1993-94 research project carried out by Silvermann
and Pritchard, examining girls' participation in technology classes
in Connecticut middle schools. The researchers explored the theory that
the same factors that caused girls to drop out of math and science classes
also caused girls' attrition in technology classes. Phase 2 of the project
focused on explaining the wide gender gap in participation in technology
classes at the high school level. The research was carried out by direct
observation of students in the classroom, and interviews with student
focus groups and technology teachers, in addition to examining girls'
state-wide enrollment rates in technology classes. The findings show
that middle school girls in the study "enjoy and have confidence in
their abilities, but there is an underlying sexism, that starts permeating
and slowly veering girls away from pursuing further studies in the field.
The study cites "emerging sexism among peers," traditionally male-oriented
projects, like bridge building in a basic design class, and traditional
male/female occupational stereotypes inhibited girls from pursuing more
technology classes. In addition, when asked who had most encouraged
them to take technology education classes, 71% of the middle school
girls interviewed responded either they themselves, or someone other
than their family, teachers, friends, or guidance counselors. The study
concluded there is a similar set of factors that cause girls to drop
out of technology classes as they do math and science classes. Among
the reports recommendations are the call for more women technology teachers
and role models, and establishing more of a connection between class
assignments and real-world work to assist girls in envisioning themselves
involved in technology as a career.