How Computing Stereotypes, Even In Online Environments, Can Discourage Female Participation

The mystery of why more females don’t embrace computing professions rolls on and on. Many feel it’s due to the boys club in places such as Silicon Valley, but research from The University Of Washington suggests there may be something else going on.

An article in The Journal was published recently : Research: Broaden Stereotypes To Draw Women into CS and Engineering by Dian Schaffhauser. The article itself is based on the following research : Cultural stereotypes as gatekeepers: increasing girls’ interest in computer science and engineering by diversifying stereotypes by Sapna Cheryan, Allison Master and Andrew N. Meltzoff.

The Journal makes the following claim :

The stereotype of the typical computer scientist or engineer as somebody who’s white or Asian, socially inept, obsessed with technology and almost always male is keeping girls out of those fields, according to a new study from the University of Washington.

That’s really not something that I’d considered as a barrier to females entering computer science and engineering professions. The research comes from an American perspective but I’d imagine a lot of the findings would apply to many western countries. The research also extends to looking at how females react in online scenarios and even cites past research involving Second Life.

So what is a stereotypical computing geek like? Well the research paper cites media representations :

Popular movies and television shows like Real Genius, The Big Bang Theory, and Silicon Valley depict computer scientists and engineers as mostly White (and more recently Asian) males, socially unskilled, and singularly obsessed with technology.

Ok so right away I’ve got a frowny face over this research, but ok those portrayals may be considered sterotypical but people look beyond stereotypes right … no really, they do? Well the research carried out some tests regarding this, one was quite straight forward :

To examine the extent to which exposure to stereotypical and non-stereotypical media representations influence women’s interest in computer science, women undergraduates read one of two fabricated newspaper articles. One article stated that computer scientists fit the current stereotypes, while the other stated that computer scientists were diversifying and no longer fit the stereotypes. Women who read the stereotypical article expressed less interest in majoring in computer science than women who read the non-stereotypical article. Furthermore, women who read the non-stereotypical article were significantly more interested in computer science than women who read no article.

However moving away from media stereotypes, what happens when females encounter real people? The researchers carried out a test, they invited females to take part in short conversation with actors, three male actors and three female actors. The purpose of this was to test how stereotypical geekiness might influence a female :

half of the participants were randomly assigned to interact with an actor who fit current stereotypes in appearance and preferences (e.g., glasses, t-shirt that said “I code therefore I am,” hobbies that included playing videogames) or one who did not fit these stereotypes (e.g., solid colored t-shirt, hobbies that included hanging out with friends). After the interaction was complete, participants were asked about their interest in their partner’s major and then asked the same questions again 2 weeks later.

Results revealed that women who interacted with the stereotypical student were significantly less interested in majoring in computer science than those who interacted with the non-stereotypical student, and this effect was equally strong regardless of whether the actor was male or female. Moreover, negative effects of stereotypes endured for 2 weeks after the interaction. The computer science major’s gender mattered less in influencing women’s interest in computer science than the extent to which he or she fit current computer science stereotypes.

That’s rather fascinating. So the non-selling point wasn’t just about the gender of the person whom females interacted with, it was how stereotypically geeky they were too.

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Valdosta State University TIES Conference Will Explore Teaching & Learning In Second Life

Valdosta State University

Valdosta State University presents TIES Conference Feb. 18-20. Ok first things first, you may be wondering what a TIES conferences is. I hate to be the bearer of bad news, but it’s not about ties. However it is about education and e-learning and these are noble causes which I very much support. There’s also some discussion on storytelling in virtual worlds too, hurrah!

Valdosta State University’s Center for eLearning will present the Conference on Instructional Technologies, Innovations, and Educational Strategies — commonly referred to as the TIES Conference — Feb. 18-20 in the Student Union.

This is a three day conference and the linked post above contains further information :

The TIES Conference is open to all VSU faculty, staff, and students, as well as members of the general public, who want to learn more about what educational leaders are doing to support student success both within and beyond the college classroom. Registration costs $69; includes all materials, breakfast and lunch on the second and third day of the conference, a social, and more; and will be accepted up through 1 p.m. the first day of the conference.

However for those of us who are fans of virtual worlds and storytelling, there’s even more details further in the post.

VSU Shops

Day 2 is where things seem to get a bit more appealing for virtual world fans, with Second Life 101: Creating an Avatar, Exploring, and Teaching in Second Life.

  • Dr. Michelle Ocasio, Valdosta State University
  • Dr. Fleming Bell, Valdosta State University
  • Dr. Karen Acosta, Valdosta State University
  • Dr. Beatriz Potter, Valdosta State University

For the beginning user, this Second Life workshop aims to demonstrate some of the practical and educational uses of virtual worlds in distance learning and face-to-face interaction. Four speakers will explain engaging spontaneous and fun conversations in foreign language clubs, academic advising for distance students, coordinating student presentations for online courses, and oral assessments for online foreign language courses. A hands-on workshop to create an avatar and explore some interesting locations (including Valdosta State University Island) is included.

Day 3 also has potential with Digital Storytelling in Virtual Worlds: Designing Lessons Promoting Student Engagement.

  • Dr. Steve Downey, Valdosta State University

This workshop presents and demonstrates the new Instruction for Massively Multiplayer Online Learning Environments, i-MMOLE 2.0, framework for designing lessons utilizing digital storytelling practices to promote student engagement and learning in virtual world environments. Participants will get hands-on time using the virtual world of Second Life as well as guidance for designing lessons using the i-MMOLE 2.0 framework.

Digital storytelling in a virtual world can of course go beyond Second Life.

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Breakthru – Helping Students With Disabilities Embrace Stem Via Second Life

The BreakThru project is sponsored by  Georgia STEM Accessibility Alliance (GSAA) and is a collaboration between the College of Education Learning and Performance Support Lab at the at the University of Georgia and the Center for Assistive Technology and Environmental Access (CATEA) at Georgia Institute of Technology.

The GSAA is lead by Robert L. Todd of CATEA and Noel Gregg, Ph.D. of the College of Education Learning and Performance Support Lab and is funded by the National Science Foundation Research in Disabilities Education Program.

The project has some noble aims such as encouraging students with disabilities to embrace the learning world of Science, Technology, Engineering or Maths, or STEM for short. They do this via e-learning using different technologies with the aim of allowing the students to participate in an environment that they find more comfortable and with assistance from mentors who encourage the students to succeed. One technology that this project has embraced is Second Life.

There are a couple of articles related to this that go into more depth about the project and the advantages of a virtual environment. The first is from the University Of Georgia’s website : Virtual world helps students ‘break through’ :

For some, an island is a place of retreat or isolation-a place to be alone with your thoughts.

But the virtual island created in BreakThru, a project combining the talents of researchers from UGA and the Georgia Institute of Technology, is a place for students with disabilities who want to work in a discipline related to science, technology, engineering or mathematics, known as STEM fields. Here, students find small mentoring nooks, large classrooms, an amphitheater, floating cafés and lounges, and green space- all computer generated based on the online virtual world Second Life.

Using avatars, this is also a place for students to meet with their mentors, take part in STEM-related experiences such as scavenger hunts, and access more resources through the Internet. BreakThru’s avenues of communication create a relationship called e-mentoring, and it’s breaking new ground in the ways students engage with their mentors.

The article explains how Second Life isn’t the only technology in use, indeed they even say that Second Life is getting old but it does demonstrate the advantages that a virtual world can bring to learning, such as students being able to represent themselves in different ways via use of avatars. Another advantage of a virtual world environment is that it can bring different experiences to people with different disabilities. The article discusses this and includes a quote from Noel Gregg :

Students with Asperger’s syndrome, for example, enjoy meeting others through Second Life, while students who are visually impaired prefer a platform that is voice activated.

“With that virtual platform, we did learn a lot,” Gregg said. “In the development of this virtual environment, we learned different ways to accommodate virtual learning for students with different types of disabilities.”

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Ebbe Altberg To Open VWBPE 2015 & Education In Second Life Still Has A Healthy Pulse

Linden Lab have slowly been trying to make peace with the education community in virtual worlds after the price change controversy a few years back. This has of course been reversed as Linden Lab seem to value the potential of educators using virtual worlds and this is further exemplified by the news that Ebbe Altberg will be the opening keynote speaker at VWBPE 2015 :

Great things are happening again this year at the Virtual Worlds Best Practices in Education Conference, so don’t miss out! We are very pleased to announce that Ebbe Altberg, CEO of Linden Lab, will be back on March 18, 2015, this time as our opening keynote speaker.

Ebbe will be joined by many other noteworthy presenters such as educators, researchers, professionals and instructors representing a broad range of areas including non-profits, sciences, IT , artists and of course, education.

Virtual Worlds Best Practices In Education will be running from March 18th – 21st 2015.

I decided to dig a little deeper into the educational institutions currently active in Second Life. Unfortunately the Official Wiki is hopelessly out of date in this area. However the ever improving Destination Guide is very much relevant to the current market and better still, it includes lots of places that aren’t traditional places of learning. I decided to start my exploration at the DePaul College of Computing and Digital Media

DePaul University

The  thing to note is that this is a bloody impressive build. If you hadn’t intentionally teleported into an education sim, you would probably think it was some sort of roleplaying environment or a place where some serious content creators were at play. This is a very photogenic location.


DePaul University, College of CDM

See what the students at DePaul’s College of Computing and Digital Media have created on the school’s official campus. A monastery, pirate ship, manor house, and bell tower are just a few of the attractions to explore.

Visit in Second Life

Next up I headed over to The Cystic Fibrosis University. This is another impressive build and has a winter holiday theme going on at the moment.

Cystic Fibrosis University

The Cystic Fibrosis university is ran by the Boomer Esiason Foundation and they explain a little bit about the purpose of their build in Second Life on their community portal section of their website:

Second Life is a 3-D virtual world – set up and monitored by the Boomer Esiason Foundation – with virtual characters (avatars) in a cyber community. The online world allows people to socialize and communicate (via typing) “face to face.” CF University, located on Second Life, is an educational and resourceful tool that also allows people with CF to have social interaction.


Cystic Fibrosis University

Presented by the Boomer Esiason Foundation, this region aims to educate the general public about cystic fibrosis, provides valuable resources to sufferers, and is a fun place to relax and socialize with the CF community.

Visit in Second Life

Continue reading “Ebbe Altberg To Open VWBPE 2015 & Education In Second Life Still Has A Healthy Pulse”

Introduction To Second Life For Educators Part 2

USMP In Second Life

When Linden Lab ditched the education discount a few years back a few people felt that education in Second Life was dead. However it wasn’t and has been given a boost in the not too distant past by the return of the education discount and Linden Lab showing a more proactive role in promoting education within Second Life.

This is exemplified by Linden Lab’s blog post : Introduction to Second Life for Educators – a Course in Spanish 2nd Edition.

The course is from the University of San Martin de Porres Perú and is aimed at Spanish speaking educators who want to learn how to use Second Life for education purposes. The blog describes the course as :

The Virtual Worlds Project of The University of San Martin de Porres from Perú starts this September 29th the second edition of the MOOC (Massive Open Online Course) entitled “Introduction to Second Life for Educators 2nd. Ed.”. The course is free and is designed to train Spanish speaking educators on the use of the virtual world Second Life, and to provide knowledge that allows educators to benefit from its potential, especially in the education field.

The course starts in a few days time on September 29th.

Inside the building

Continue reading “Introduction To Second Life For Educators Part 2”

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