Sign in
Author
|
Conference
|
Journal
|
Organization
|
Year
|
DOI
Look for results that meet for the following criteria:
since
equal to
before
between
and
Search in all fields of study
Limit my searches in the following fields of study
Agriculture Science
Arts & Humanities
Biology
Chemistry
Computer Science
Economics & Business
Engineering
Environmental Sciences
Geosciences
Material Science
Mathematics
Medicine
Physics
Social Science
Multidisciplinary
Keywords
(6)
Digital Games
Gender Difference
Mechanical Engineering
Student Motivation
Undergraduate Student
Video Game
Subscribe
Academic
Publications
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?,10.1007/s10956-010-9244-5,Journal of Science Education and Tec
Edit
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
(
Citations: 1
)
BibTex
|
RIS
|
RefWorks
Download
Richard Joiner
,
Jo Iacovides
,
Martin Owen
,
Carl Gavin
,
Stephen Clibbery
,
Jos Darling
,
Ben Drew
The aim of this paper was to explore whether there is a
gender difference
in the beneficial effects of Racing Academy, which is a
video game
used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a pre-test a week before they started using Racing Academy. The pre-test consisted of a test of students’ knowledge of engineering, and a measure of students’ motivation towards studying engineering. A week after using Racing Academy the students completed a post-test which was identical to the pre-test, except it also included a measure of how frequently they used Racing Academy and how motivating the students found playing Racing Academy. We found that after playing Racing Academy the students learnt more about engineering and there was no
gender difference
in the beneficial effect of Racing Academy, however there is some evidence that, female students found Racing Academy more motivating than male students. The implications for the use and design of video games for supporting learning for both males and females are discussed.
Journal:
Journal of Science Education and Technology - J SCI EDUC TECHNOL
, vol. 20, no. 2, pp. 178-185, 2011
DOI:
10.1007/s10956-010-9244-5
Cumulative
Annual
View Publication
The following links allow you to view full publications. These links are maintained by other sources not affiliated with Microsoft Academic Search.
(
www.springerlink.com
)
(
www.springerlink.com
)
(
adsabs.harvard.edu
)
Citation Context
(1)
...For example, Brain Power! (
Holtz and Twombly 2007
) and The Doubles (Epstein et al. 2007), both funded by the National Institute on Drug Abuse, were successful in increasing students’ knowledge about the biological effects of drugs in elementary and middle school populations...
...Uncommon Scents was designed to provide a ‘‘stealth’’ prevention message in which scientific facts are presented to adolescents in an effort to change their attitudes (
Holtz and Twombly 2007
)...
Yvonne Klisch
,
et al.
The Impact of a Science Education Game on Students’ Learning and Perce...
References
(26)
Late Adolescents' Experiences With and Attitudes Toward Videogames1
(
Citations: 19
)
Mark A. Barnett
,
Guy D. Vitaglione
,
Kimberly K. G. Harper
,
Steven W. Quackenbush
,
Lee Ann Steadman
,
Birgit S. Valdez
Journal:
Journal of Applied Social Psychology - J APPL SOC PSYCHOL
, vol. 27, no. 15, pp. 1316-1334, 1997
Games and Immersive Participatory Simulations for Science Education: An Emerging Type of Curricula
(
Citations: 16
)
Sasha Barab
,
Chris Dede
Journal:
Journal of Science Education and Technology - J SCI EDUC TECHNOL
, vol. 16, no. 1, pp. 1-3, 2007
Uneven Achievement in a Constructionist Learning Environment
(
Citations: 14
)
Amy Bruckman
,
Elizabeth Edwards
,
Jason Elliott
,
Carlos Jensen
Published in 2000.
Gender and Programming Achievement in a CSCL Environment
(
Citations: 19
)
Amy Bruckman
,
Carlos Jensen
,
Austina DeBonte
Conference:
Computer Support for Collaborative Learning - CSCL
, 2002
Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility
(
Citations: 23
)
Joanne Bryce
,
Jason Rutter
Conference:
Conference of the Digital Games Research Association - DIGRA
, 2002
Sort by:
Citations
(1)
The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants
Yvonne Klisch
,
Leslie M. Miller
,
Shu Wang
,
Joel Epstein
Journal:
Journal of Science Education and Technology - J SCI EDUC TECHNOL
, pp. 1-9, 2011