Century, Technology Has Revolutionized Life and Work in Industrialized Countries

Total Page:16

File Type:pdf, Size:1020Kb

Century, Technology Has Revolutionized Life and Work in Industrialized Countries 1 CHAPTER I OVERVIEW OF THE STUDY In the last half of the 20th century, technology has revolutionized life and work in industrialized countries. Schools, community agencies, workplaces, learning institutions, and the marketplace have been incorporating the use of technology in the form of the personal computer (PC). The growing uses of PCs have changed how people work, communicate, and function within society and within their families. PCs have also increased individuals’ access to information, have given users new ways to store, organize and produce data, and have made it possible for users to shop, conduct business, and access entertainment on a daily basis. Few places exist in the United States where information and computer technology (IT) has not played a major role. Young people as early as age five have been trained to use computer technology. Senior citizens have also participated in computer technology classes in senior centers, local schools, and training institutions. Eberts and Gisler (1993) reminded us how in 1982, Time magazine named the computer the “Man of the Year” and proclaimed that the computer would “continue to make waves in the job market in the twenty-first century” (p. 115). Now the year 2000 has arrived and the prediction of Time magazine has come true, the computer has not only made significant waves, but also created a tsunami in the field of IT. This “sea change” (Steingraber, 1996) has also created vast deserts of needed workers and over- representation in the computer world for the “men of the years” since the revolution began (Brosnan, 1998, Melamed, 1996). Technology and Need for IT Trained Male and Female Workers Steingraber (1996) chronicled the change in computer technology by noting the changes computers have made in education, medicine, materials, and the entire marketplace, and listed 2 the following as examples: (a) Interactive media products such as CD ROMS and video game software, which reshaped education, communication, and entertainment; (b) Interactive and on-line newspapers and journals, which are on the Internet and have changed the way information is accessed; (c) The joining of forces of entire industries to create vast media, business and entertainment corporations to meet the needs of all consumers; (d) Information-related industries, which are united into a single market that enables any information to be available in any form to anyone, anywhere, and at any time; and (e) Technology convergence, which has produced the creation of a virtual world allowing companies to sell products in cyberspace without buildings, documents or money, as well as to design new products, such as the Boeing 777 airplane, which was designed completely on the computer in a virtual world (p. 2). Dixon (1997) described this new tomorrow as the “genie out of the bottle” in terms of the massive database processes and sophisticated shareware now available and in use (p. 6). Hutchins (1998) too, reminded us that computers are everywhere, “omniscient, omnipresent, and omnipotent and basically they are all around us, like HAL in 2001: A Space Odyssey, they are taking over” (p. 18). As we move to a computer-driven society, Muhammad (1996) pointed out how imperative it was to stay abreast of the technological advancements to best prepare for the demands of the future job market. Despite the growing importance of IT, the number of young people choosing to study in this field has been small in number compared to the number of jobs available (Brown, 1999; Lord, 1995; Melamed, 1996; O’Malley, 1997; Prickett, 1998). Freeman and Aspray (1999) reported that since 1986 the number of bachelor’s degrees in computer science 3 had declined by 40%. They also noted that a Department of Commerce Report projected that between 1994 and 2005, the number of IT jobs in the United States would increase annually by 95,000 per year. Additionally, Muhammad (1996) noted that the U. S. Bureau of Labor Statistics predicted that by the year 2005, the number of jobs in computer-related fields would grow by 90%, and that there will be no occupation untouched by this ongoing technological revolution. With these tremendous changes, the question that comes to mind is will there be an adequate supply of trained workers to fill these jobs. In Florida, Luis Rojas, Chairman of the Florida House Telecommunications and Utilities Committee, reported that there was a shortage of adequately trained workers throughout the high-tech field. Rojas (1999) said that “for high-technology industries, education really does matter a great deal” and he recommended an educational plan that would support K-12 technology training as well as “undergraduate and Ph.D. level studies aimed at cutting edge high- tech applications and theory” (p. 5L). The shortage of adequately trained IT workers was related directly to the preparation pipeline and training patterns of young people according to Freeman and Aspray (1999). In the recent Department of Commerce Report, ‘America’s New Deficit: The Shortage of Information Technology Workers,’ 1997, Fall issue, Freeman and Aspray noted that “only 25,000 bachelor’s degrees in computer science are produced annually in the United States. These numbers have been steadily decreasing from a high of 42,000 in 1986” (p. 17). Although the number of computer science degrees have been decreasing over the years, more males than females appear to be more interested in the field of IT. Davidson (1999) reported that the shortage of IT workers and unfilled IT jobs in the United States was 350,000. He also said that since there were not enough IT workers to fill these jobs in the United States, a computer programming provider company, Indusa, was currently 4 training workers in Jamaica to be computer programmers. At the Caribbean Institute of Technology (CIT), Indusa hoped to train 2,000 programmers in the next decade to help fill some of these computer technology needs, and other companies have been going to India, the Philippines, and South Africa to get or train new computer technology workers. Davidson projected that since the U.S. overseas market has swelled by 400% for the past two years, it could reach at least three million by 2001, bringing in more foreign nationals to fill the technical jobs needed here in the United States. The need for IT training has touched every facet of the business and communication world. Freeman and Aspray (1999) assigned a broad classification to IT workers, which included: Office Systems (OS) Developers, Technology Call Consultants, Network Installers, System Administrators, Software (SW) project Managers, Chief Technology Officers, Applications Developers, Entrepreneurs, and Chief Information Officers; and IT-Enabled Workers as: Bank Tellers, Accountants, Business Project Managers, Product Developers, Marketing Vice-Presidents, and Chief Financial Officers. Noting other factors in this shortage, Melamed (1996) pointed out that the most prosperous industries in the United States were male-dominated, while women congregated in service industries such as social welfare and education. Since IT has become a major business and career area of interest and employment for young people, there has been a large difference both in the number of women in IT and the promotions of women managers in the field (Brosnan, 1999; Flowers, 1998; Freeman & Aspray, 1998, Harrington, 1990; Melamed, 1996). Women and IT Throughout the history of this country, the roles, education, and programs both for women and for technology have changed dramatically. At the beginning of the 20th century the 5 role of women in society and the workforce seemed clear and unquestionable. Women were to be homemakers and mothers and their work was centered on the family. The few women who ventured into the workforce were thought to be unusual and even eccentric. Education, religion, and politics usually excluded women. It was not until the end of the second decade of the 20th century that women had the right to vote. Universal education for women in the United States did not become a reality until late in this century. This historical background has set the stage for women to be in the background of work, technology, and learning. Because many careers tended to exclude women, laws were passed to ensure gender equity in the United States. The Vocational Education Amendments of 1976 mandated gender equity in vocational education. The Carl D. Perkins Vocational Education Act of 1984 provided increased funding for marketable skills and support services, as well as programs to eliminate gender bias and stereotyping in vocational education. Additional funds were provided in the Carl Perkins Vocational and Applied Technology Act of 1990. Finally, on the state level, The Virginia Department of Education’s Vocational Gender Equity Office gave technical assistance to educational institutions for gender equity projects (“Vocational Gender,” 1995). These important pieces of legislation were meant to help young women gain the education and training to enable them to enter any career. However, this equal access has not always been achieved. Issacson and Brown (1997) reported that a number of factors have influenced women’s career paths. They cited Keer’s (1983) findings that women “have had lower career aspirations than men….a more restricted ranged of careers….and tended to put family concerns before career issues” (p. 390). Women’s perceptions that they had lower abilities than men, despite the high grades they earned in school subjects, especially in math and science, were emphasized by Silver-Miller 6 (1992). Gysbers et al. (1998) indicated that women not only had lower career aspirations, but low expectations for success and lower self-efficacy beliefs about non-traditional careers. These stereotypic attitudes seemed to have placed women at a disadvantage, and this lack of confidence may have hindered them from following more non-traditional career paths.
Recommended publications
  • Girls & Technology
    DOCUMENT RESUME ED 441 395 IR 020 291 TITLE Girls & Technology: An Idea Book for Educators & Parents. INSTITUTION National Coalition of Girls' Schools, Concord, MA. SPONS AGENCY National Science Foundation, Arlington, VA. PUB DATE 2000-00-00 NOTE 70p. AVAILABLE FROM National Coalition of Girls' Schools, 228 Main Street, Concord, MA 01742. Tel: 978-287-4485; Fax: 978-287-6014; e-mail: [email protected]; Web site: http://www.ncgs.org. PUB TYPE Guides Classroom Teacher (052) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Computer Literacy; *Computer Uses in Education; Educational Resources; *Educational Technology; Elementary Secondary Education; *Females; Learning Activities; Lesson Plans IDENTIFIERS *National Coalition of Girls Schools ABSTRACT This booklet represents an effort to combine research findings, strategies, teaching and parenting tips, activities, career profiles, and print and online information that can help make technology more accessible to girls. Chapters include: "Why a Focus on Girls & Technology: New Priorities"; "Girls & Technology: Different Styles of Learning"; "Girls & Technology: Different Teaching Strategies"; "Technology Tips for Teachers & Parents"; "The Internet: An Incredible Resource!"; "Computer Games for Girls"; and "Girls, Work and the 21st Century." A final section, "Technology in the Classroom: A Sampling of Ideas from Teachers," presents over 40 pages of lesson plans, activities, assignments, and charts and diagrams to guide teachers in integrating technology into the curriculum. A selected bibliography and a list of additional selected organizational resources with contact information are also included. At the end of the booklet is a brief description of the National Coalition of Girls' Schools (NCGS).(AEF) Reproductions supplied by EDRS are the best that can be made from the original document.
    [Show full text]
  • Guide to the Janese Swanson Innovative Lives Presentation and Interview
    Guide to the Janese Swanson Innovative Lives Presentation and Interview NMAH.AC.0642 Kimberly Tarr. 2009 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Biographical / Historical.................................................................................................... 2 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 3 Container Listing ............................................................................................................. 4 Series 1: Original Video, 1998................................................................................. 4 Series 2: Master Videos, 1998................................................................................. 5 Series 3: Reference Videos (viewing copies), 1998................................................ 6 Series 4: Photographs and Slides, 1998................................................................
    [Show full text]
  • Carmen Sandiego?
    WHERE IN THE U.S.A. IS CARMEN SANDIEGO? USER'S MANUAL A Mystery Exploration Game for Macintosh, Apple 1165, Amiga Acknowledgements: The Macintosh version was programmed by Chris Jochumson. The Apple IIGS and Amiga versions were programmed Jby Sculptured Software. Designed by: Gene Portwood and Lauren Elliott Product Managers: Katherine Bird, Janese Swanson, Kim Walls Clue and Text Development: Susan Meyers, Katherine Bird Graphics: Don Albrecht, Mark Schlichting, Leila Bronstein, Julie Glavin~ Michelle Bushneff Theme Song: Louis Ewens Music and Sound: Tom Rettig Where in the U.S.A. is Cannen Sandiego? is a registered trademark of Br0derbund Software, Inc. Macintosh and Apple IIGS are registered trademarks of Apple Computer, Inc. Amiga is a registered trademark, and Kickstart and Workbench are trademarks of Commodore-Amiga, Inc. © Copyright 1986, 1990 Br0derbund Software, Inc. All rights reserved. R081 1 And you were dreaming of palm trees and sunshine••• 8 a.m., a miserable, stormy morning. After an hour-long commute in the pouring rain, you slosh into the Acme Detective Agency, grunt hello to your secretary, pour yourself a cup of scalding coffee and slump at your desk. It's been a tough year. The only thing good about it is that you've earned a vacation and you're scheduled to leave at 5 p.m. today. You take a swig of coffee and grab a travel brochure from your desk. Visions of sandy beaches, swaying palms, and cool blue waters fill your head. Suddenly, you're snapped back to reality by a newspaper slammed down on your desk. "Read it and weep," a voice growls.
    [Show full text]
  • On Take Our Daughters to Work Day, What Better Time to Examine What's
    Technology News A High-Tech Career of Her Own By Jim Rapp, TechWeb We have been bombarded with headlines about the lack of skilled computer and technology workers in the United States, that many say point to the need to hire foreign technology professionals. But perhaps we are discounting one key group that exists right in our own backyards. Women have increasingly become a key component of the labor force. By the millennium, 8 out of 10 women, ages 25 to 54 will be working, and according to the Women's College Coalition, the best- paying occupations will require the highest technical skills. In fact, based on Bureau of Labor Statistics projections, computer scientists, computer engineers, and systems analysts will be the top three growth occupations well into the next decade. On Take Our Daughters To Work Day, what better time to examine what is being done to prepare girls for a lucrative, high-tech career. In fact, a handful of enterprising companies are addressing exactly that, with such offerings as interactive CD-ROM games, technology toys, books, and specialty websites to help girls feel more comfortable with technology and their abilities. "Technology is not an end in itself, but a vehicle for what one really likes to do," says Laura Groppe, president and CEO at Girl Games, an interactive software company in Austin, Texas, that targets 8- to 18-year-old girls. "Girls do not want to learn to like a computer, but rather the outcome of what it and other technology can offer. Only then will they see the merit of, and seek to become the coders, creators, and producers of technology.
    [Show full text]
  • The History of Gender Stereotyping in Video Game Culture, 1970-2000
    The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By Thomas M. Derr A Dissertation submitted to the Graduate School - Newark Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Master of Arts Graduate Program in History Federated Department of History at Rutgers University - Newark and NJIT Written under the direction of Elizabeth R. Petrick, Ph.D. and Kyle Riismandel, Ph.D. And approved by ______________________________________ Newark, NJ October, 2020 © 2020 Thomas M. Derr ALL RIGHTS RESERVED ABSTRACT OF THE DISSERTATION The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By THOMAS M. DERR Dissertation Director: Elizabeth R. Petrick, PH.D. Computer technology has not always been dominated by men. Prior to 1984, women earning computer science degrees skyrocketed to nearly 37%. After this peak, the numbers dwindled down to just 17% by 2012. What happened here? This paper tells the story of how women grew to become more and more marginalized not only from computing, but from the culture of video games that would become extremely popular as home computers became more available to the public. This story traces how gender roles and stereotypes go on to gatekeep women from participating in video game and computer culture from the 1970s and well into the 2000s and beyond. This gatekeeping is perpetuated through the attitudes and perspectives of men who were typically the developers of computer hardware, software and video games. Public attitudes on violence and sexuality also contributed to the stereotyping of both young boys and girls, which was further reinforced through the narratives of the media.
    [Show full text]
  • Case History: Where in the World Is Carmen Sandiego? “A Mystery Exploration Game”
    Matt Waddell STS 145: Case History Professor Henry Lowood Word Count: 6500 Case History: Where in the World is Carmen Sandiego? “A Mystery Exploration Game” Brotherhood at Brøderbund In the summer of 1964, Doug Carlston attended a summer engineering program at Northwestern University: his first computer programming experience. He later worked at Harvard’s Aiken Computation laboratory, and graduated magna cum laude from Harvard in 1970 with a degree in social relations. In 1975 Carlston received his JD from Harvard law school and established his own law practice in Maine. But he continued to develop games for his Radio Shack computer – the TRS-80 Model 1 – during his college and attorney years. Doug’s programming efforts soon eclipsed his legal practice, and in 1979 he left Maine for Eugene, Oregon to join his younger brother Gary. Doug and Gary Carlston co-founded Brøderbund (pronounced “Brew-der-bund”) Software Inc. in 1980; relatives donated the entirety of their $7,000 in working capital. Indeed, the company’s name reflects its family-based origins – “Brøder” is a blend of the Swedish and Danish words for brother, and “bund” is German for alliance.1 Initially, the “family alliance” sold Doug’s software – Galactic Empire and Galactic Trader – directly to software retailers, but in the summer of 1980 Brøderbund secured an agreement with Japanese software house StarCraft that facilitated both the development and distribution of its arcade-style product line. In 1983 Brøderbund moved from Eugene, Oregon to Novato, California; the company boasted over 40 employees, and its software for the Apple II, Commoodore Vic 20, Commodore 64, and Atari 800 yielded millions of dollars in annual revenue.
    [Show full text]
  • Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001
    Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001 Prof. Henry Lowood TA: Casey Alt Edutainment – Evaluating the Social Change-Value of Carmen Sandiego “Give your kids the advantage they need for success…” – The Learning Company Some of the greatest innovations of the twentieth century have stemmed from humble beginnings. Take Apple Computer, for example. Apple’s start as a company was not in a large research and development laboratory, but rather within a garage with two electronic hobbyists and some electronic kits. Hewlett and Packard also had less than extraordinary beginnings when they decided to start HP in 1938. The fact which seems to hold true rests in the idea that the product of great innovation does not need to be fostered in the depths of an R&D lab with an unlimited budget. Rather, products of great innovation are bred from the depths of the minds of serious individuals, or a group of individuals, focused on change. Starting within the confines of someone’s home as an early software company, BrØderbund focused heavily on utilizing few resources to produce quality software titles to fuel the emerging personal computing industry in the early 1980s. BrØderbund was afforded a very fortunate position due to its early participation within the software sales arena. As long as BrØderbund produced attractive titles for early Apple IIs and Macintosh computers, the company could expect to have a clear and definable market within the public education system with its well-budgeted purchasing power along with the emerging home market.
    [Show full text]
  • 6005889746.Pdf
    The Handbook of Technology and Second Language Teaching and Learning Blackwell Handbooks in Linguistics This outstanding multi‐volume series covers all the major subdisciplines within linguistics today to offer a comprehensive survey of linguistics as a whole. To see the full list of titles available in the series please visit www.wiley.com/go/linguistics‐handbooks The Handbook of Contemporary Syntactic Theory The Handbook of Conversation Analysis Edited by Mark Baltin and Chris Collins Edited by Jack Sidnell and Tanya Stivers The Handbook of Historical Linguistics The Handbook of English for Specific Purposes Edited by Brian D. Joseph and Richard D. Janda Edited by Brian Paltridge and Sue Starfield The Handbook of Second Language Acquisition The Handbook of Bilingualism and Multilingualism, Edited by Catherine J. Doughty and Michael H. Long Second Edition The Handbook of Applied Linguistics Edited by Tej K. Bhatia and William C. Ritchie Edited by Alan Davies and Catherine Elder The Handbook of Language Variation and Change The Handbook of Pragmatics Edited by J. K. Chambers, Peter Trudgill, and Natalie Edited by Laurence R. Horn and Gregory Ward Schilling‐Estes The Handbook of Speech Perception The Handbook of Spanish Second Language Acquisition Edited by David B. Pisoni and Robert E. Remez Edited by Kimberly L. Geeslin The Handbook of the History of English The Handbook of Chinese Linguistics Edited by Ans van Kemenade and Bettelou Los Edited by C.‐T. James Huang, Y.‐H. Audrey Li, and Andrew Simpson The Handbook of English Linguistics Edited by Bas Aarts and April McMahon The Handbook of Language, Gender, and Sexuality, Second Edition The Handbook of World Englishes Edited by Susan Ehrlich, Miriam Meyerhoff, and Janet Edited by Braj B.
    [Show full text]
  • Super Mario Kart
    Todd Brown STS 145 Case History 3/22/2001 Why in the World is Carmen Sandiego a Success? In the beginning, computers were not much more than giant calculators. Corporations used them for complex calculations and eventually databases and spreadsheets. The machines also began to take on automated tasks and could handle them well. The giant mainframes were what were used, and companies like IBM bet their business strategy that this atmosphere of the computer industry would continue as such. Then, microchips started appearing, and, with them, those big old computers started to come in smaller sizes. Then, these little computers were showing up in people’s homes. It was when this started to happen that the magic of computers left the exclusive basements of office building and entered home users’ dens and living rooms. With that, a new market of possibilities opened up as these consumers sought software for their new home computers. One of the new areas that began to emerge from this shift was in educational software for children. Such software could provide parents and teachers a way to trick their children into learning something by hiding it behind an entertaining mask. This combination of education and entertainment formed the field of ‘edutainment’ software, and adults could not be more excited. After all, they saw how engrossed children became while playing computer and arcade games; if this level of concentration could be harnessed to teach the child something, imagine the possibilities! Unfortunately, the edutainment field fell rather flat. The reason for this lies in a fact that many people recognize yet seem to forget all too quickly: kids are much savvier than adults think.
    [Show full text]
  • Gamification I Plotlearner – Et Midlertidigt Forslag
    Gamification i PLOTLearner – et midlertidigt forslag Af Mikael Grønhøj Skovgård Titel: Gamification i PLOTLearner – et midlertidigt forslag Speciale udarbejdet af: Mikael Grønhøj Skovgård Studienr. 20111442 10. Semester - kandidatspeciale Kandidatuddannelsen i informationsarkitektur – persuasivt design-linjen Aalborg Universitet Vejleder: Nicolai Winther-Nielsen Dato. 18.10.13 Anslag: 191932 Normalsider: 80 ___________________________________ Mikael Grønhøj Skovgård, 18.10.13 Abstract In this thesis the goal is to first present gamification and secondly to improve the learning with PLOTLearner by implementing gamification in this program. In the first part, I seek to explore the concept of gamification. First through the lens of play where I find that play exist in a magic circle which is defined by other rules than the real world and can be seen as a safe environment where conflicts is not as dangerous as in the real world. Afterwards I explore gamification through the lens of game design as presented by Salen and Zimmermen. Here I try to find what is significant for games by using the schemas of rules, play and culture. Furthermore I will point out what people find particularly motivating in games. I will then narrow the focus to just gamification, where I present to different approaches - A marketing approach and a game design research approach. I criticize the first for being too focused on exentric motivation which is not a productive path if the goal is learning. The focus instead should be on intrinsic motivation which is driven by meaning, mastery and autonomy when implementing gamification in a learning context. By comparing gamification and persuasive technology I find that these two design approaches have a lot in common.
    [Show full text]
  • The Role of IT in Business
    WHAT ROLE DOES/SHOULD IT PLAY IN THE WORLD OF BUSINESS? (WEEK 1) The Role of IT in Business: • Creating office documents, maintaining schedules etc • Allowing employees to communicate with each other and with customers/suppliers • Capturing business transactions • Providing information about an organisation’s business operations to support and assist managers • Evaluating options to help managers make decisions • Emulating human expert decision-making • Monitoring the competitive environment for strategic planning How did this happen? The contributions of many “HEROS” who have taken crucial steps (see the following slides) Millions of Business Women and Men (like you) who contribute to the evolution of new applications of IT in the world of business every day!!! Some Heroes (Bricklin, Gates, Jobs, Berners-Lee, Zukerberg) Dan Bricklin - Father of the Spreadsheet • Daniel Singer "Dan" Bricklin (born 16 July 1951), often referred to as “The Father of the Spreadsheet”, is the American co-creator, with Bob Frankston, of the VisiCalc spreadsheet program. • While a student at Harvard Business School, Bricklin co-developed VisiCalc in 1979, making it the first electronic spreadsheet readily available for home and office use. It ran on an Apple II computer. • VisiCalc is widely credited for fueling the rapid growth of the personal computer industry. • Instead of doing financial projections with manually calculated spreadsheets, and having to recalculate with every single cell in the sheet, VisiCalc allowed the user to change any cell, and have the entire sheet automatically recalculated. • This turned 20 hours of work into 15 minutes and allowed for more creativity Bill Gates – Co-founder of Microsoft • William Henry "Bill" Gates III (born October 28, 1955) is an American business magnate, investor, programmer, inventor and philanthropist.
    [Show full text]
  • Gender-Oriented Vs. Gender-Neutral Computer Games in Education
    GENDER-ORIENTED VS. GENDER-NEUTRAL COMPUTER GAMES IN EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for The Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Khalid Al Mubireek, B.A., M.A. * * * * * The Ohio State University 2003 Dissertation Committee: Approved by Professor Suzanne K. Damarin, Advisor Professor William D. Taylor _________________________________ Advisor Professor Richard J. Voithofer College of Education Copyright by Khalid Al Mubireek 2003 ABSTRACT The purpose of this study was to examine student preferences for and performance on gender-oriented versus gender-neutral educational computer games. As a secondary purpose, this looked at the issue of whether educational computer games affect girls’ and boys’ perceptions of the study of mathematics and the relevance of mathematics to their lives. Some theorists have stated that gender-neutral educational media do not have the same appeal to students as gender-oriented media. This study sought to answer the specific question of whether students preferred using gender-neutral or gender-oriented computer games related to the subject of math. A descriptive-correlational research design combined with a qualitative research data-collection approach was used. Data included pre-game-playing and post-game- playing interviews, performance data based on computer game scores, and the researcher’s observations. The study was conducted in the spring of 2003 with the two fourth-grade classes at a Midwestern public elementary school. Study participants were asked to play three specific computer games: a female- oriented game, a male-oriented game, and a gender-neutral game. The gender orientation of the three games had been determined by the researcher based on an in-depth study of ii the body of relevant literature on gender-related characteristics of video and computer games.
    [Show full text]