Examining Students’ Perceived Competence, Gender, and Ethnicity in a Digital STEM Learning Game

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH
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引用次数: 0

Abstract

The present study explores how gender, ethnicity, and performance-based perceived competence impact students’ learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched pretests and posttests, and satisfaction questionnaires, we found no interaction between gender and ethnicity for performance-based perceived competence, performance, and enjoyment. We found a significant difference between males and females in performance-based perceived competence and in-game performance both favoring males over females. Among ethnic groups, we found a significant difference with in-game performance favoring White and Hispanic students over Black/African American students. However, the differences in gender and in ethnicity were insignificant once we controlled for both perceived competence and pretest scores. This supports the idea that neither race nor gender truly influence one’s ability to perform in digital learning games.
在数字STEM学习游戏中检验学生的感知能力、性别和种族
本研究探讨了性别、种族和基于表现的感知能力如何影响学生的学习、表现和玩数字STEM学习游戏的乐趣。我们让199名9 -11年级的学生在6个科学课上玩一个2D数字STEM学习游戏。根据人口统计调查的结果、匹配的前测和后测以及满意度问卷,我们发现性别和种族在基于表现的感知能力、表现和享受方面没有相互作用。我们发现男性和女性在基于表现的感知能力和游戏内表现方面存在显著差异,这两者都倾向于男性而非女性。在种族群体中,我们发现白人和西班牙裔学生在游戏中的表现明显优于黑人/非裔美国学生。然而,一旦我们控制了感知能力和测试前得分,性别和种族的差异就微不足道了。这支持了种族和性别都不会真正影响一个人在数字学习游戏中的表现的观点。
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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