Gender representation has been and continues to be an issue within computing. In the realm of computer gaming, it spans the gamut from exclusion by being forced to play the role of a male protagonist, to a “surface equity” where women are present but their gender is not acknowledged, to where women are blatantly objectified in a hypersexualized manner. Even software that at first glance appears benign can have underlying issues. As an example, for nearly 50 years social studies classrooms across the United States have used The Oregon Trail computer game as an instructional tool. An early example of the Interactive Fiction genre, it teaches students about American Westward Expansion in an experiential manner by allowing them to outfit a wagon for a 2000-mile trek, manage food consumption, determine travel pace, etc. While many complaints have been made regarding its stereotypical portrayal of Native Americans, the game has also embraced the erasure of the female experience along the Trail through such means as a lack of gender selection for the avatar, addressing the player as a male, and presenting problem scenarios falling within the male domain. Given that women are stakeholders in educational software and are roughly half of the potential audience, it is essential they see themselves being positively represented.
The evidence-based practice reported here is based on the premise that creating an alternative version of The Oregon Trail game that presents a more realistic view of women’s contribution to American Westward Expansion could help combat some of the gender stereotypes experienced both specifically in that game and by extension in the genre. The computer science program at Ohio Northern University is addressing this issue through two initiatives. In both the spring 2022 and spring 2023 semesters, students enrolled in the second-semester introductory programming course were tasked with creating an alternative version of The Oregon Trail by writing it from the perspective of the women who undertook this dangerous journey. Implemented in Java using a graphical user interface, students were charged with combating the stereotypes found in the original game and instead provide positive representations. The second initiative was an Interactive Fiction course offered jointly by both the computer science and English programs during the spring 2023 semester. Following an in-depth introduction to the subject through Lillian Schlissel’s “Women’s Diaries of the Westward Journey,” students were tasked with creating a work of historical fiction featuring a female protagonist. Implemented in the Inform 7 programming language using a text-based interface and where coding statements take the form of complete sentences, students had to consider character, narrative, dialogue, and differing perspective while crafting a publishable story relating in some way, shape, or form to documented female experiences along the Trail in the late 1840s or early 1850s.The goals of both initiatives are to build students’ storytelling abilities in software development, examine diversity issues within a familiar context, help develop greater social awareness, and appreciate the value gained from different perspectives.
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