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Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?

Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Benjamin

Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males? Thumbnail


Authors

Richard Joiner

Jo Iacovides

Martin Owen

Carl Gavin

Stephen Clibbery

Jos Darling

Benjamin Drew Benjamin.Drew@uwe.ac.uk
Associate Professor in Mechanical & Motor Sport Engineering



Abstract

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. © 2010 Springer Science+Business Media, LLC.

Journal Article Type Article
Publication Date Apr 1, 2011
Publicly Available Date Jun 8, 2019
Journal Journal of Science Education and Technology
Print ISSN 1059-0145
Electronic ISSN 1573-1839
Publisher Springer (part of Springer Nature)
Peer Reviewed Peer Reviewed
Volume 20
Issue 2
Pages 178-185
DOI https://doi.org/10.1007/s10956-010-9244-5
Keywords digital games, gender, learning, engineering
Public URL https://uwe-repository.worktribe.com/output/969357
Publisher URL http://link.springer.com/article/10.1007/s10956-010-9244-5

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