August 2, 2019

In addition the report provides key recommendation

first_imgIn addition the report provides key recommendations on how to engage women in making. Recommendations include:• Creating more inclusive environments for women• Designing places that allow open-ended investigations of projects meaningful to women• Developing initiatives that give women more access to female mentors and makers of their own age• Encouraging parents to create things with their children• Aligning creative activities with current trends to attract women• Including facilitators to provide a safe, supportive and inclusive environmentThe full report can be found here.Computer software self-repairs to tackle bugsComputer scientists at the University of Utah have developed software that detects and destroys bugs, and automatically repairs the damage caused by them.“It is a pretty big deal that a computer system could automatically, and in a short amount of time, find an acceptable fix to a widespread and important security vulnerability,” said Eric Eide, research assistant professor for computing science at the University of Utah. A new Kickstarter project wants to help mold the next generation of innovators. DynePods is a wearable, educational, programmable and connected toy that is designed to teach fundamental concepts of customization, programming, engineering and socialization.“I am thrilled to be in the toy business,” said Krissa Watry, president and CEO of Dynepic, which developers DynePods. “Toys played a major role in my success, and I hope we can introduce foundational skills like design, 3D printing, and coding that will help our kids achieve their dreams and compete in this technology-driven world.”The wearable features Dynepic’s If, Then programming language, Bluetooth LE, tablet control, multicolor display, movement sensor, gesture recognition, 3D printing, tablet game control, and parental controls.Making a creative space for women in softwareIntel recently released a report, “MakeHers: Engaging Girls and Women in Technology through Making, Creating and Inventing,” which revealed that enabling women and girls to develop, design and create things with electronic tools could build stronger interest and skills in computer science and engineering.last_img