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Advocate
technology as a learning partner across the curriculum. This
strategy is important for improving learning, developing computer
literacy, and for inviting a variety of users, including girls,
into technology.
Sherry
Turkle
The
Gender Gap In The Computer Culture
There has been much interest in the digital divide as it pertains to inequities
between the poor and the rich. There is another digital divide that threatens
to limit scientific productivity and scope. This is the inequity in the numbers
of women who participate in the computer culture. The computer culture is still,
in the main, made by engineers for engineers and by men for men. Girls are
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 contemporary version of a typing class. In 1995, at the post-secondary
level, women received one in four of the Computer/Information Sciences bachelor's
degrees and only 11 percent of the Ph.D.'s in Engineering-related technologies.
These educational gaps reverberate in the workplace, where by most estimates
women today occupy only 20 percent of the jobs in Information Technology.
A recent
study of middle school and high school girls, commissioned by the
American Association of University Women made it clear that gender
inequity in digital culture is increasing. One goal is to get more
girls into the "pipeline" to computer-related careers. This could,
of course, be an end in itself, but diversity in participation would
also mean a richer digital culture. Digital culture (not so far away
from a world that asked users if they wanted to "abort, terminate,
or fail" processes running on their machines) could be positively
transformed through the integration of girls' and women's insights
and life experiences. So one of the values in getting more girls
and women interested in the computer pipeline is that their greater
presence may transform the computer culture overall; by the same
token, changes in the e-culture itself—the ways technology
is discussed, valued, and applied—would invite more girls and
women to participate fully in that culture, to become computer fluent.
This
comment on values reflects the fact that today women seem to be disenfranchised
in the computer culture for cultural rather than intellectual reasons.
When young women are asked about their attitudes towards computing
they almost never report overt discrimination, but at the same time,
when asked to describe a person who is "really good with computers" they
describe a man. And most of them do not predict that they will want
to learn more about or become more involved with computers in the
future. These girls are not computer phobic, they are "computer reticent." They
say that they are not afraid but simply do not want to get involved.
They express a "we can, but I don't want to" philosophy. Girls' views
of computer careers, and of the computer culture—including
software, games, and Internet environments—tend to reproduce
stereotypes about a "computer person" as male and antisocial, Women
no longer (as they once did) see computing as "too hard" for them.
Earlier generations of women said, Women can't be involved in technical
professions, "We can't but I want to." Girls and young women today
seem to be saying, Women can do computing, "We can, but I don't want
to!" This position is usually accompanied by a characterization of
the computer as it has been presented to them at school as infused
with values that they cannot identify with. Simply put: the computer
culture is presented as a world which emphasizes technical capacity,
speed, and efficiency. It estranges a broad array of learners, many
girls included, who do not identify with the wizardry of computer
aficionados and have little interest in the purely technical aspects
of the machines. The computer culture has become linked to a characteristically
masculine worldview, such that women too often feel they need to
choose between the cultural associations of "femininity" and those
of "computers," a cliché that has proven resistant to the
growing diversity of information technology and its users. Girls
discuss information technology-related careers not as too difficult,
but as a "waste of intelligence." Insists a young woman from Baltimore, "Guys
just like to do that: sit in a cubicle all day." In talking about
their lack of desire to continue learning about computers, girls
also focus on the violence and cruelty of current video games and
see a culture that they do not want to participate in. They are happy
to play social simulation games and chat with their friends, but
see their identity on the computer as that of "users," not the empowered.
Their
teachers have given them little to inspire them. Teacher education
has stressed the "technical" side of things: Education schools tend
to give instruction in basic technical skills rather than on how
to integrate computers into the curriculum. A 1999 national survey
found that only 29 percent of teachers had six or more hours of curriculum-integration
instruction, whereas 42 percent had that amount of basic-skills training.
In the study by the American Association of University Women of 2000,
only 30% of teachers ranked as "sophisticated" in their use of computers
report that they received any technology training in an undergraduate
or master's teacher education program, which probably reflects in
part responses from older teachers. Only 11 percent of the total
teachers who were polled report that they received training specifically
in how to apply or integrate computer technology into their lesson
plans. Thus, current teacher-training practices emphasize short technical
courses on connectivity and hardware. Preservice teachers make it
clear that they start their jobs uninformed about what the technology
is supposed to accomplish for their classrooms, either educationally
or socially.
Our current
approach to teacher training focuses on the technical properties
of hardware; it does not emphasize educational applications or innovative
uses of computing across the curriculum. Yet what teachers need is
sustained and ongoing education about how to integrate technology
with curricular materials and information about how to make technology
part of a humanistic classroom culture, so essential for bringing
girls into the picture. This latter approach would create better
informed teachers as well as multiple entry points to computer competence
for both students and teachers. The prevailing emphasis on the "mechanics
of computer operation" does not respond to this need. As one teacher
put it: "Without teacher education, it won't matter if each student
has his/her own computer. We teachers hate having thousands of dollars
of equipment thrown at us and being told to use it when we have no
clue how to go about it"
There
are many points of entry to address this problem. All require research
and educational imagination in curriculum planning. All would make
the computer culture more vibrant and relevant for women as well
as men, and ultimately for us all.
• Advocate
technology as a learning partner across the curriculum. This strategy
is important for improving learning, developing computer literacy,
and for inviting a variety of users, including girls, into technology.
The infusion of technology across the curriculum also recognizes
and supports multiple entry points into technology. Some learners
may develop a fluency with information technology through music,
some through mathematics, and others through the arts.
• Enforce
a distinction between using the computer as a tool (teaching students
how to use powerpoint) and using computation to inspire new ways
of thinking and learning. It is the second that will inspire young
minds to believe that there are rich rewards in staying with the
subject.
• Professional
development for teachers, both preservice and inservice, needs
to emphasize not simply how computer technology works but on how
it can spark creativity across disciplines. There appear to be
a group of learners, predominantly young men, who are willing to
throw themselves into computing, presented as a technical puzzle.
But given the integration of computing into culture, those in the
field need to have broader interests and motivation for being there.
Improving the way computation is introduced in education will thus
not only draw in young women and keep them from dropping out, it
holds our only chance of having a more broadly based computer culture
for all of us.
Sherry
Turkle
Director, Initiative on Technology and Self
MIT
Author
of Life on the Screen: Identity in the Age of the Internet and The
Second Self: Computers and the Human Spirit.
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