Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework

被引:5
作者
Nguyen, Huy A. [1 ]
Else-Quest, Nicole [2 ]
Richey, J. Elizabeth [3 ]
Hammer, Jessica [1 ]
Di, Sarah [1 ]
McLaren, Bruce M. [1 ]
机构
[1] Carnegie Mellon Univ, Pittsburgh, PA 15213 USA
[2] Univ North Carolina Chapel Hill, Chapel Hill, NC 27599 USA
[3] Univ Pittsburgh, Pittsburgh, PA 15260 USA
来源
ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2023 | 2023年 / 13916卷
关键词
digital learning games; gender studies; game preferences; survey study; STEREOTYPE THREAT; GAMIFICATION; PREDICTORS; IDENTITY;
D O I
10.1007/978-3-031-36272-9_45
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Prompted by findings of gender differences in learning game preferences and outcomes, education researchers have proposed adapting games by gender to foster learning and engagement. However, such recommendations typically rely on intuition, rather than empirical data, and are rooted in a binary representation of gender. On the other hand, recent evidence from several disciplines indicates that gender is best understood through multiple dimensions, including gender-typed occupational interests, activities, and traits. Our research seeks to provide learning game designers with empirical guidance incorporating this framework in developing digital learning games that are inclusive, equitable, and effective for all students. To this end, we conducted a survey study among 333 5th and 6th grade students in five urban and suburban schools in a mid-sized U.S. city, with the goal of investigating how game preferences differ by gender identity or gender-typed measures. Our findings uncovered consistent differences in game preferences from both a binary and multi-dimensional gender perspective, with gender-typed measures being more predictive of game preferences than binary gender identity. We also report on preference trends for different game genres and discuss their implications on learning game design. Ultimately, this work supports using multiple dimensions of gender to inform the customization of learning games that meet individual students' interests and preferences, instead of relying on vague gender stereotypes.
引用
收藏
页码:553 / 564
页数:12
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