Navigating and decoding dynamic maps: Gender preferences and engagement differences within- and outside-of game experiences

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Author(s)
Lowrie, Tom
Jorgensen, Robyn
Logan, Tracy
Griffith University Author(s)
Year published
2013
Metadata
Show full item recordAbstract
A survey (n = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held game. These two case studies comprised stimulated recall sessions and subsequent follow-up, open-ended interviews. The analysis described the influence digital game playing can have on a participant's mathematics sense making. Findings included distinct differences in both the approach and the strategies employed ...
View more >A survey (n = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held game. These two case studies comprised stimulated recall sessions and subsequent follow-up, open-ended interviews. The analysis described the influence digital game playing can have on a participant's mathematics sense making. Findings included distinct differences in both the approach and the strategies employed by the respective participants to not only engage with the game, but contextualise it within their own knowledge and experiences. Furthermore, the study demonstrated the extent to which game playing can be a catalyst for further learning outside the game experience.
View less >
View more >A survey (n = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held game. These two case studies comprised stimulated recall sessions and subsequent follow-up, open-ended interviews. The analysis described the influence digital game playing can have on a participant's mathematics sense making. Findings included distinct differences in both the approach and the strategies employed by the respective participants to not only engage with the game, but contextualise it within their own knowledge and experiences. Furthermore, the study demonstrated the extent to which game playing can be a catalyst for further learning outside the game experience.
View less >
Journal Title
Australasian Journal of Educational Technology
Volume
29
Issue
5
Copyright Statement
© 2013 Australasian Society for Computers in Learning in Tertiary Education (ASCILITE). The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
Subject
Specialist Studies in Education not elsewhere classified
Electrical and Electronic Engineering
Curriculum and Pedagogy
Specialist Studies in Education