Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game

被引:8
|
作者
Hou, Xinying [1 ]
Nguyen, Huy A. [1 ]
Richey, J. Elizabeth [1 ]
McLaren, Bruce M. [1 ]
机构
[1] Carnegie Mellon Univ, Pittsburgh, PA 15213 USA
关键词
Digital learning game; Decimals; Learning; Enjoyment; Gender; MATHEMATICS;
D O I
10.1007/978-3-030-52237-7_21
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In digital learning games, do game mechanics that promote learning and those that promote enjoyment have different effects on students' experience? Do males or females learn from or enjoy games more? We explored these questions in Decimal Point, a digital learning game that teaches decimal numbers and decimal operations to middle school students. In this work, we conducted a classroom study with two versions of the game, one that encourages students to play to learn and one that encourages students to play for enjoyment. We compared these two conditions to a control condition that is neutral regarding learning and enjoyment. Our results indicated that the enjoyment-focused group learned more efficiently than the control group, and that females had higher learning gains than males across all conditions, particularly on the near and middle transfer learning items. Post hoc analyses also revealed that the learning-focused group engaged in re-practicing the same mini-games, while the enjoyment-focused group demonstrated more exploration of different mini-games. These findings suggest that emphasizing learning or enjoyment can result in distinctive gameplay behaviors from students, and that our game can help bridge the typical gender gap in math education.
引用
收藏
页码:255 / 268
页数:14
相关论文
共 50 条
  • [31] Exploring Impact of Age and Gender on Sentiment Analysis Using Machine Learning
    Kumar, Sudhanshu
    Gahalawat, Monika
    Roy, Partha Pratim
    Dogra, Debi Prosad
    Kim, Byung-Gyu
    [J]. ELECTRONICS, 2020, 9 (02)
  • [32] Digital game-based learning
    Bryce, D
    [J]. TRAINING & DEVELOPMENT, 2001, 55 (06): : 86 - 88
  • [33] Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences
    Barzilai, Sarit
    Blau, Ina
    [J]. COMPUTERS & EDUCATION, 2014, 70 : 65 - 79
  • [34] What Leads to Player's Enjoyment and Achievement in a Mobile Learning Game?
    Touati, Achraf
    Baek, Youngkyun
    [J]. JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2018, 56 (03) : 344 - 368
  • [35] IMPACTS OF LEARNING PREFERENCES ON DIGITAL GAME-BASED LEARNING
    Bufe, J.
    Kroemker, D.
    [J]. EDULEARN10: INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2010, : 434 - 443
  • [36] Digital Game-based Learning and Learning Analytics in Mathematics
    Ramli, Izzat S. Mohd
    Maat, Siti M.
    Khalid, Fariza
    [J]. PEGEM EGITIM VE OGRETIM DERGISI, 2023, 13 (01): : 168 - 176
  • [37] EXPLORING GAZE BEHAVIOR TO ASSESS PERFORMANCE IN DIGITAL GAME-BASED LEARNING SYSTEMS
    An, Brian
    Kim, Inki
    Pakdamanian, Erfan
    Brown, Donald E.
    [J]. 2018 WINTER SIMULATION CONFERENCE (WSC), 2018, : 2447 - 2458
  • [38] Exploring the Research Trajectory of Digital Game-based Learning: A Citation Network Analysis
    Ratnasari, Wiwit
    Chou, Tzu-Chuan
    Huang, Chen-Hao
    [J]. EDUCATIONAL TECHNOLOGY & SOCIETY, 2023, 26 (01): : 45 - 61
  • [39] Exploring the impact of digital stories on empathic learning in neonatal nurse education
    Petty, Julia
    Jarvis, Joy
    Thomas, Rebecca
    [J]. NURSE EDUCATION IN PRACTICE, 2020, 48
  • [40] Short and Long Term Benefits of Enjoyment and Learning within a Serious Game
    Jackson, G. Tanner
    Dempsey, Kyle B.
    McNamara, Danielle S.
    [J]. ARTIFICIAL INTELLIGENCE IN EDUCATION, 2011, 6738 : 139 - 146