Summary:
This article discusses research
completed about how each gender uses computer games to create their own
experiences. Mostly what we see in terms
of educational software for kids are war, conquest or/and competition games
geared for boys. However, the market for
girl’s games has been created as such that it is called ‘pink software’; games
that play to the interests of specifically girls such as fashion, dating or/and
personality tests. With these segregated
games and new technology being developed, it was time to challenge the
stereotypes of learning games and tap into a learning game that could challenge
boys and girls without the need to separate them. After constructing research, The Center for Children
and Technology (CCT) found ways to play to the virtual world that boys tend to
desire and make it more pleasing for girls in a virtual community as well. This software, called Imagination Place! in KAHooTZ,
focuses on the general user’s creativity and desires rather than focusing on a
given stereotypic behavior. According to
the article, “KAHooTZ is an Internet-based, multimedia construction environment
that allows children to create computer games or cartoons which children can
show to and discuss with one another.”
There is a large collection of clipart, easy animation tools and sound
effects that the children can choose from in order to simply put their
animations together without getting frustrated at the process. While this program still has its issues and
bugs to work out, the learning environment that this game gives children is
beneficial to their development; not as simply boys and girls, but as actual
people constructing their own knowledge through educational gaming.
Response:
I have always been interested in
how varying education techniques affect boys and girls differently. In my undergraduate career, I did a Thesis on
the effects of differentiating discipline between girls and boys in the
classroom. What I have seen across
different formats is that, while boys and girls benefit and react to stimuli
differently, they benefit most from being treated as equal students as long as their
general needs were met. In my thesis
studies, I suggested that teachers can implement the same type of discipline as
long as they knew why it worked for both boys and girls. For example, if a teacher took away recess
time as a discipline, it would be discipline for boys because their time to be
kinesthetic and run around is decreased and for girls the time to meet and talk
with friends is decreased. These
behaviors are what each gender generally desires to do at recess time. By creating software that is common ground
for all students; it creates an even playing field and is less likely to promote
those gender differences. I could not
find more information on this program as this article is 13 years old. However, this type of research is important
for the teachers to consider in this technology driven world. If we can develop software that benefits all
students, then we should invest in the equal opportunity for both boys and
girls equally.
APA Citation:
Bennett, D.
& Brunner, C., (August 1, 2000). The role of gender in the design of electronic
learning environments for children. Technology & learning. Retrieved on April
8, 2013, from http://cct.edc.org/publications/role-gender-design-electronic-learning-environments-children
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