Computing Educational Activities Involving People Rather Than Things Appeal More to Women (Recruitment Perspective)

I. Christensen, Melissa Høegh Marcher, P. Grabarczyk, T. Graversen, Claus Brabrand
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引用次数: 8

Abstract

There is a strong need for a more equal gender balance within the computing field. In 1998, Richard A. Lippa [29] uncovered a relationship between gender and preference within the People–Things spectrum, with women preferring People-oriented activities to a higher degree than men. The aim of this paper is twofold. First of all, we wish to determine if a similar relation can be established in the particular context of computing educational activities. Second of all, we wish to see if Lippa’s findings can be extrapolated to contemporary high-school students. To do that, we designed and conducted an experiment involving around 500 Danish high-school students who have been asked to choose between a People-themed version vs an isomorphic Things-themed version of four activities representative for computing education. The results show that the odds of a woman preferring a task involving People is 2.7 times higher than those of a man. The odds of a student without prior programming experience preferring a task involving People is 1.4 times higher than those of a student with programming experience. If we compare women without programming experience to men with programming experience the effect is even more pronounced; indeed, the combined effect is 3.8 (2.7 × 1.4). Our study implies a recommendation for computing educators to, whenever possible, favor educational activities involving People over Things. This makes educational activities appeal more to female students (and to students without programming experience), while not making a difference for male students (or students with programming experience). Since the experiment measured only the appeal of tasks (the users were not expected to perform them) the results we obtained can be useful for recruitment processes where the overall image and appeal of material makes a difference.
涉及人而不是物的计算机教育活动对女性更有吸引力(招聘角度)
在计算机领域,迫切需要更加平等的性别平衡。1998年,Richard a . Lippa[29]在人-物光谱中发现了性别和偏好之间的关系,女性比男性更喜欢以人为本的活动。本文的目的是双重的。首先,我们希望确定在计算机教育活动的特定背景下是否可以建立类似的关系。其次,我们希望看看利帕的发现是否可以外推到当代高中生身上。为了做到这一点,我们设计并进行了一项实验,涉及大约500名丹麦高中生,他们被要求在四种具有代表性的计算教育活动中选择以人为主题的版本和以同构的事物为主题的版本。结果显示,女性更喜欢与人有关的任务的几率是男性的2.7倍。没有编程经验的学生更喜欢涉及人的任务的几率是有编程经验的学生的1.4倍。如果我们将没有编程经验的女性与有编程经验的男性进行比较,效果会更加明显;事实上,综合效应是3.8 (2.7 × 1.4)。我们的研究建议计算机教育工作者,只要有可能,就支持涉及人而不是物的教育活动。这使得教育活动对女学生(和没有编程经验的学生)更有吸引力,而对男学生(或有编程经验的学生)没有影响。由于实验只测量了任务的吸引力(用户不期望执行它们),我们获得的结果对于招聘过程是有用的,在招聘过程中,材料的整体形象和吸引力会产生影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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