The following
is an excerpt of an October 2000 report presented
to a chapter of the American Association of University
Women, AAUW, by Kathleen Slayton.
The AAUW Educational Foundation
has conducted a research program and produced a report,
"Gender Gaps," which found cause for serious concern
in the area of information technology. The report
indicated alarming disparities in girls and boys enrollments
in advanced computer courses. Girls were less likely
to take high-level computing classes in high school,
and comprised just 17 percent of those taking Advanced
Placement computer science exams. Girls outnumbered
boys only in their enrollment in word processing classes,
arguably the 1990 version of typing classes.
While high school girls and boys take similar numbers
of science courses, boys are more likely than girls
to take all three core science courses - biology,
chemistry, and physics - by graduation.
This year,
AAUW Educational Foundation’s publication, "Tech-Savvy,"
found that while girls are innately more verbal than
boys, they do not necessarily have a working knowledge
of computer language. As a result, girls are more
likely to express bewilderment and confusion about
technology. They differ in their attitudes and abilities
more than boys. Girls enjoy the computer for the connections
and friendships they make via e-mail. Boys prefer
the shoot ‘em up games.
Interestingly, girls take the moral high ground, positioning
themselves as morally or socially more evolved than
boys who, they tell us, enjoy taking things apart
and interacting with machines. They tend to present
the Internet as a vice in the hands of boys, but a
virtue in the hands of girls, because boys use it
to play games and fool around while girls use it as
a source of information. In addition, girls have specific
criticisms of the violence in current games as well
as the general sense that they would be more interested
in games that allowed them to create rather than destroy.
It is encouraging to see that K-Mart and WalMart are
limiting the sale of violent videogames to those above
18, but this doesn’t limit the access to minors once
the game is in the home.
Consequently, girls’ more limited involvement with
computers has more to do with disenchantment than
with anxiety or intellectual deficiency.
Science, Math, and Computer Technology are the springboard
to the moneyed jobs our nation offers. The more young
women enter these fields, the more we break the cycle
of the feminization of poverty. The failure to include
and encourage girls in advanced-level computer science
courses threatens to make women bystanders in the
technological 21st century. Instead of dividing our
society into the haves and have-nots, it will be divided
into those who can do, and those who cannot.
Recommendations
- We
need to "change the public face of computing."
Girls complain that they do not see women in the
media who are actively involved in computing. Perhaps
we need the Mary Tyler Moore version of computer
technology rather than the entrenched Dilbert version
of a socially isolated male.
- We
need to increase the visibility of women who have
taken the lead in designing and using computer technology.
Girls express an interest in seeing such women,
who have often not become public figures.
- We
need to continue the conversation about issues of
gender in the computer culture. This conversation
must take seriously girls’ and women’s valid critiques
of computer design, use, and applications. If we
say it long enough and loudly enough, they will
finally get the message.
- We
need to highlight the human, social and cultural
dimensions of computers rather than technical advances,
or the speed of the machines.
- Parents
and educators need to encourage girls to "tinker"
with computers. These activities are crucially
important for empowering women as designers and
builders, not just consumers and end users.
Check AAUW’s website http://www.aauw.org
for books and research material on this important
topic.