Recommended for readers 12+
Two teens attend NYC’s Girls Who Code Program, become friends, and create a viral video game that addresses the taboo of menstruation. It really happened, and they’re telling their story, hoping to inspire more girls to get involved in the tech space. More importantly, Andrea “Andy” Gonzalez and Sophie Houser talk frankly about the stress and the pressure of being in the spotlight; the sacrifices they made as they learned more about school, tech and entrepreneurship. They discuss the struggle to find a work-life balance. Girl Code is loaded with photos and includes an appendix with a glossary and coding exercises for both PC and Mac and is essential reading for anyone – particularly young women – interested in pursuing STEM careers.
I’ve been a big proponent of STEM for my library kids and for my own kids. I’ve run coding programs at my last library and am working on plans to bring one to my newest location. I urge the kids I see every day to get hands on, whether it’s toddlers playing with water tables to see what floats and what sinks, or tweens making BB-8 and R2D2 follow coding commands to move around a screen. Having two mentors like Sophie and Andy available on bookshelves is important, because they tell all: overcoming shyness and anxiety; encouraging kids to keep plugging away at code because it doesn’t always happen the first time, but perseverance gets results; and most importantly, that there are people out there that want you to succeed, but there are also people out there that will try to take the wind out of your sails once you do. Having two young women talk about their experiences is so much more important than me telling kids to stick two Scratch blocks together to run a command, because representation matters. I want readers to read these young women’s words and think, “I can do that.”
If you don’t have kids that are into code, give them this book anyway. Sophie and Andy take on the very taboo topic of being female in public. You read that right. Their game, Tampon Run, takes on the taboo of “icky girl stuff” – having periods – and puts it front and center, making it visible and real. It’s a big statement, and the thinking and reasoning behind the creation of this game is fascinating and inspiring reading.