Sunday, July 8, 2012

The Role of Gender in The Design of Electronic Learning Environments for Children


Bennett, D., & Brunner, C. (2000, August 1). The Role of Gender in the Design of Electronic Learning Environments for Children. Center for Children & Technology. Retrieved July 8, 2012, from: http://cct.edc.org/report.asp?id=21

Summary: This article discussing how males and females have differing views on technology and that most of the games sold in stores at the time of the article appeal largely to boys. The games that were developed for girls involved stereotypical female interests like dating, fashion, and personalities. It is important for educators to understand that genders view games differently and try to find gender-equitable environments for students. The Center for Children and Technology (CCT) did 15 years of research on how men, women, and children think about technology. Their research indicated that “women and girls think about technology… as a tool for facilitating human interaction.” They also use technology to solve everyday problems and to collaborate with others. Males think about technology as “an instrument to transcend the barriers of space and time” and they enjoy “solving problems that take them deep inside the machines and their mechanisms”. It is important for game developers to be aware of gender differences so they can create games with environments that allow children to express themselves. This is important for educators to remember also when using games or software as learning tools. The teachers have to ensure they use appropriate environments that include all students.


Reaction: This article was very interesting and informative. I agree that is important that students need to have safe environments to express themselves and they also need to feel comfortable while doing it. It was very interesting reading about the research on how different genders view technology. Understanding the differing views helps teachers ensure the technology used in their classroom is appropriate for all students. The article mainly discussed computer or video game designs and environments that students would either use to create worlds or solve problems. I wonder if the gender views are the same across all types of technology.

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