利用协作改善中学计算机科学基于游戏的学习环境中的性别平等

Philip Sheridan Buffum, M. Frankosky, K. Boyer, E. Wiebe, Bradford W. Mott, James C. Lester
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引用次数: 12

摘要

基于游戏的学习环境可以提供强大的学习收益,并且具有吸引学生的独特能力。然而,它们可能无意中使之前游戏经验较少的学生处于不利地位。这在计算机科学教育中尤其重要,因为某些未被充分代表的群体(如女学生)通常没有多少游戏经验。本文提供的证据表明,协作玩法方法可以在中学阶段成功解决这一问题。在一项迭代的、基于设计的研究中,我们首先使用了一项实验性试点研究来调查Engage基于游戏的学习环境中的协作性质,然后将Engage部署在一个完整的课堂研究中,以衡量其为所有学生服务的有效性。在干预的早期阶段,男学生的学习成绩超过了女同学。然而,在为期数周的课堂实施中,女学生赶上了进度。这些发现证明,随着时间的推移,协作玩法方法可能会弥补经验上的性别差异,并在基于游戏的计算机科学教育学习环境中带来公平的学习体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Leveraging collaboration to improve gender equity in a game-based learning environment for middle school computer science
Game-based learning environments can deliver robust learning gains and also have a unique capacity to engage students. Yet they can unintentionally disadvantage students with less prior gaming experience. This is especially concerning in computer science education, as certain underrepresented groups (such as female students) may on average have less prior experience with games. This paper presents evidence that a collaborative gameplay approach can successfully address this problem at the middle school level. In an iterative, designed-based research study, we first used an experimental pilot study to investigate the nature of collaboration in the Engage game-based learning environment, and then deployed Engage in a full classroom study to measure its effectiveness at serving all students. In earlier phases of the intervention, male students outpaced their female peers in learning gains. However, female students caught up during a multi-week classroom implementation. These findings provide evidence that a collaborative gameplay approach may, over time, compensate for gender differences in experience and lead to equitable learning experiences within game-based learning environments for computer science education.
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