GenderBias in Digital Resources

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    GenderBias in Digital Resources - Presentation Transcript

    1. Gender Bias in a Technological Society EM590 Group Research & Presentation
    2. Does Gender Bias Exist?
      • Quick Survey
        • How many male/female can?
          • Program your VCR/DVR/TiVo
          • Play video games?
          • Design a webpage using HTML (vs. WYSIWYG)?
          • Edit video?
          • Can tell me what “php” and “MySQL” are….
          • Took Calculus I or higher?
    3. Overview
      • Gender bias - preference or favoring of one sex over another in computer use/access, software use/manufacturing, and internet use/content
      • gender bias -> 'gender inequality'
      • the cycle = girls are not as interested -> fewer products are made > less research is done to develop software> less interest (cycle continues)
    4. Keep in mind…
      • Computer Literacy - the knowledge and ability a person has to use computers and technology efficiently.
      • (comfort level someone has with using computer programs)
      • Technology Savvy - the ability to ‘master’ the technology; manipulate the technology to suit needs, etc.
    5. Does Gender Bias exist? (cont.)
      • 1/10 Comp Sci Graduates (Bachelor) are female
      • 1/20 Comp Sci Grad (Doctoral) are female
      • @ University of Wisconsin,
      • 16% of bachelor’s degrees in CompSci awarded in 1998 were women; only 9% in 2006.
      • “ It’s always some pale, geeky guy sitting in a dark room with only the glow of the computerscreen, surrounded by cans of mountain dew and empty pizza boxes[…]and no social skills”
      • – Hillary Grant, 25
      • (LaRoi, 2007)
    6. Why does bias they exist?
      • Discouragement from adults (Mitchell, 2006)
        • Females equally as interested in technology as boys, prior to 4 th grade
        • Adolescent girls are pressured to be “cute” instead of “smart”
        • Tech “geeks” are rarely considered cute or attractive.
      • Not enough encouragement to take math/science courses
      • “ I remember one of my first classes, all of these guys were sitting doing their gaming stuff and I just felt so out of place. I was real intimidated the first few weeks, thinking I didn’t belong” – Kim Gamble, MATC (LaRoi, 2007)
    7. Does Gender Bias Matter? Harmless?
      • YES. Period.
      • Lack of technological skills form glass-ceilings at entry-level (Mitchell, 2005)
        • In 2008, 1.3 million new technology employees
        • By 2010, 65% of economy will be based on technology
        • 90% of jobs today’s kindergarteners will be doing do not exist today (Women College Coalition, 2007)
      • Women in non traditional careers can expect lifetime earnings of 150% more than traditional careers
        • Women are nine times as likely to be single parents
    8. Case-in-point
      • Xbox 360
        • the successor to the Xbox, vs. Sony's PlayStation 3 & Nintendo's Wii
        • (7th Gen. gaming system)
        • by end of 2006 had shipped 10.4 million units
        • (@ around $300 per unit)
        • Top-selling game?
      (Gamespot, 2007)
    9. Xbox 360 Games? Baird, Cole, Marcus, and Dom Male-oriented content
    10. Attempts by software industry to deal with this issue?
      • Nothing, really.
      • Women are the highest purchasers of video games for sons, not daughters
        • Xbox was intentionally designed without females in mind
      • Technology manufacturers beginning to include women in advertising (Mitchell, 2005)
    11. Microsoft Xbox
    12. What can Schools do?
      • Provide positive role models (academic.org, 2007)
        • ¾ of teachers are women (AAUW, 2000)
        • Encourage students to challenge stereotypes
        • “ Girl-Geek-of-the-week”
      • Provide hands-on computer time
      • Teachers need to become more connected
        • Take advantage of technology
        • Multiple points of entry (multidisciplinary approach)
        • Prepare teachers in how to integrate basic technology tools into the classroom (Report Card on Gender Equity, 2002)
      • Technology communities & digital equality networks
        • ( www. ncwit .org , www. girlgeeks .org , www. womenintechnology .org )
    13. What can Software Designers Do?
      • More female involvement in the design process
      • Checklist for evaluating Software gender bias
        • ( http://www.ncwit.org/pdf/Selecting_K-12_Ed_Software.pdf )
      • Take into consideration female audience:
      • Girls prefer adventure, friendship and creativity in the storyline rather than action, violence and playing to win. (Fiore, 1999)
      • Range of voices (Royer, 1994) & music preference (Agusto, 2001)

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