https://docs.google.com/document/d/1tsIrhOu7dr_3oGpE1R2_-BW2rUPbxUKcP-J8msQzsQ0/edit?usp=sharing
Summary/paraphrase of articles:
Traditionally,
boys are much heavier users of computers than girls are. This gender bias is rooted in the culture of
modern technology; computer games and programming courses alike are geared
towards males. In the case of computer
games, there is a vast variety of games that employ characteristics such as
violence, gore, action, and competitive elements to attract a male
audience. Girls, on the other hand, are
generally more interested in social and cooperative elements or a strong
story. The gender bias exists in
education as well: science, technology, mathematics and engineering courses
have a strongly technical nature that usually fails to integrate differences
between girls’ and boys’ thought patterns.
Although the gender gap is gradually narrowing, there is still a strong
male presence in computer culture as opposed to female presence. Young girls are losing interest in computers
due to preconceived notions about the nature of technologically demanding jobs,
despite the fact that boys and girls are equally capable of mastering the necessary
skills to be successful. If we are not
careful, girls will be left behind: girls, who see computers as “something for
boys,” will be hesitant to approach technology on their own. While software producers have come a long way
towards producing products for a female audience, a greater responsibility
remains; in order to ensure the success of future technological advances, I
believe that female perspectives are needed.
Parents and educators have the responsibility of making sure that girls
have fair and equal access to computers, and manufacturers have the
responsibility of creating technology tools to suit the needs of girls. Manufacturers have been hesitant in the past
due to the difficulty of creating more socially immersive software or because
of the perceived notion that products aimed at girls will not be financially feasible.
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