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The Socialization of Females |
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Sub-Question
Four Sub-question
four asked, "What play experiences, if any, helped mold choices for
participants to enter technological fields?" Responses indicated
that for many participants the infusion of certain low-threat, high-challenge
play activities into MST related classroom teaching methodologies, as
well as in informal activities, often captured their interests, as well
as motivated them to further pursue MST endeavors. For example, Judy grew
up under the tutelage of a father who allowed her to play in his garage
while he worked. "Play gave me opportunities to explore the properties
and functions of many of the items (tools) without threat." Judy
described learning to tinker and to build wooden trolleys, which she eventually
sailed up and down the main street of town. She added, "A nonthreatening
environment was absolutely essential to my creativity." Descriptions
of similar activities by other participants reinforce research that maintained
play is an activity which leads to other outcomes such as learning, and
the process of unleashing an individual's creative potential (Pellegrini,
1995; Spolin, 1986). The
data also indicated that some informal computer learning activities took
place within a low-threat, high-challenge play type environment, and these
experiences often led the participants to become risk-takers, going further
and further into technological aspects. For example, Sophie described
being hired by the technical department of her college as a customer service
representative because she was "nice." "But," she
added,
For
Sophie, as well as other participants, such experiences led to a major
expansion in their cognitive growth. These encounters echo research which
indicated that people are at their most "mindful," when they
are at play, their senses are fully engaged, and their physical and mental
powers at their highest (Csikszentmihalyi, 1990). Other
play activities that had a direct linkage to MST career path choices were
found in tinkering activities and video game playing, especially problem
solving, and puzzle oriented games. For example, Avery remarked that playing
Mahjongg "sharpened my mind
looking at different options for
things." However, the participants' attraction for puzzle type games,
such as Tetris and Mahjongg, goes against research that depicts girls
as not comfortable with video games which emphasize puzzles or involve
visual and spatial tasks (Hi-D Girls, 1996). Again, this is a reminder
that children are individuals, and their particular interests need to
be addressed (Rieber, Smith & Noah, 1998). Finally,
in terms of play activities, the participants also indicated that other
play venues such as team sports were especially helpful in learning attitudes
or teaching them skills. These abilities included "how to be competitive,"
as well as "how to work cooperatively." The participants' comments
parallel research that discusses team sports' complicated rules and strategies
as learning avenues which prepare children for survival in work situations
and social organizations (Lever, 1976; Mead, 1934). |
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Sub-Question
Five Sub-question
five asked, "What educational experiences, if any, contributed to
motivations for choosing technological careers?" As noted previously,
teachers played a strong role in creating an environment that allowed
the participants' interests in MST subjects to flourish. Likewise, learning
situations that included low-threat, high-challenge play and cognitive
activities were strong influences. For example, Judy described a grammar
school class where the teacher helped students learn mathematical tables
by encouraging them to make up rhymes and to sing them together as a class.
She added, "It was a neat experience that was absolutely enchanting." Hands-on
applications and reality-based assignments were also high motivation factors.
Germaine, for example, had an absolute passion for music. She remarked,
"When I started to get hands-on experience using a Musical Instrument
Digital Interface (MIDI), I began to understand how the computer behaved,
and I think that encouraged me to go on and learn some more." This
desire for real world contexts and hands-on applications echoes many feminist
educators' perspective of women's preferred learning styles. Such styles
are characterized by the necessity of personal connection (Gilligan, 1982;
Walkerdine, 1984). For example, Chodorow (1978) and Keller (1983) indicated
that women need to establish a relationship between themselves and the
object they are studying. Finally,
the academic computer environment itself, with a combination of science,
technology, and software, emerged as a strong influence for why some participants
choose MST career paths. For these women, the intellectual challenge of
critical and abstract thinking within these environments was key. Rinky
remarked, "You tend to abstract things to make things general so
that they can be used to understand the relationships." Such comments
illustrate constructivist theories that describe "learning as occurring
through interactions with one's environment or culture" (Rieber,
1992, p.94). Nonetheless,
the attraction toward critical thinking on the part of some participants,
and these women's avowed need to work in environments that encourage such
thinking, reminds us of the necessity to avoid overgeneralizationssuch
as "males only" having a preference for controlled abstraction
(Kenway & Modra, 1992). On the other hand, the degree to which many
of these same women also employed reflective thinking parallels feminist
theories that suggest women's predominant way of knowing is derived from
a need to balance both subjective and objective strategies (Belenky et al.., 1986). |
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