"The Role of Gender in the Design of Electronic Learning Environments for Children." Center for Children & Technology. 01 Aug. 2001. Web. 19 Aug. 2010.
Summary:
This piece of literature specifically addresses the role of gender in designing electronic learning environments for children. The article specifically states that games can play a major role in the development of children’s attitudes toward computers. The problem being, that these games are geared more particularly towards boys. Realizing that the computer game industry for girls is an untapped resource many companies today are gearing up towards the manufacturing of the “pink” software that has taken over store aisles and captured girls attention everywhere. Although, these games are now being distributed they pertain more to the stereotypical female interests such as fashion and dating. This article begins to focus’ on the development of the optimum electronic environment, one that entices both boys and girls.
Reaction:
This article points out a great dilemma. These games that introduce children to the virtual world of computers are highly marketed to boys. The games must be diversified in order to entice both boys and girls to enable them to become fully immersed in technology equally. I like how the article states that in order to find out this information one must study how people relate to technology and the differences within the relationship. We must accomplish this by imagining new virtual environments. This is a great idea! “Our findings indicate how to develop engaging games and learning environments for diverse learners.” This is a great concept. As I browse through my local grocery store and hit the electronics you see the mass amounts of “shoot em’ up” style games geared almost solely for the male population. This enhibits the excitement of technology for the boys. In turn, It more importantly gains negative feed back from the girls. Trying to create the happy medium between the two is a great alternative to keep both boys and girls engaged in technology and these new learning experiences.
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