TY - GEN
T1 - A mixed-method approach on digital educational games for K12
T2 - 5th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2009
AU - Law, Effie Lai Chong
AU - Gamble, Tim
AU - Schwarz, Daniel
AU - Kickmeier-Rust, Michael D.
AU - Holzinger, Andreas
PY - 2009
Y1 - 2009
N2 - Research on the influence of gender on attitudes towards and performance in digital educational games (DEGs) has quite a long history. Generally, males tend to play such games more engagingly than females, consequently attitude and performance of males using DEGs should be presumably higher than that of females. This paper reports an investigation of a DEG, which was developed to enhance the acquisition of geographical knowledge, carried out on British, German and Austrian K12 students aged between 11 and 14. Methods include a survey on initial design concepts, user tests on the system and two single-gender focus groups. Gender and cultural differences in gameplay habit, game type preferences and game character perceptions were observed. The results showed that both genders similarly improved their geographical knowledge, although boys tended to have a higher level of positive user experience than the girls. The qualitative data from the focus groups illustrated some interesting gender differences in perceiving various aspects of the game.
AB - Research on the influence of gender on attitudes towards and performance in digital educational games (DEGs) has quite a long history. Generally, males tend to play such games more engagingly than females, consequently attitude and performance of males using DEGs should be presumably higher than that of females. This paper reports an investigation of a DEG, which was developed to enhance the acquisition of geographical knowledge, carried out on British, German and Austrian K12 students aged between 11 and 14. Methods include a survey on initial design concepts, user tests on the system and two single-gender focus groups. Gender and cultural differences in gameplay habit, game type preferences and game character perceptions were observed. The results showed that both genders similarly improved their geographical knowledge, although boys tended to have a higher level of positive user experience than the girls. The qualitative data from the focus groups illustrated some interesting gender differences in perceiving various aspects of the game.
KW - Attitude
KW - DEG
KW - Digital educational game
KW - Gender differences
KW - Performance
KW - User experience
KW - UX
UR - http://www.scopus.com/inward/record.url?scp=78650669560&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-10308-7_3
DO - 10.1007/978-3-642-10308-7_3
M3 - Paper published in a conference proceedings
AN - SCOPUS:78650669560
SN - 3642103073
SN - 9783642103070
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 42
EP - 54
BT - HCI and Usability for e-Inclusion - 5th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2009, Proceedings
Y2 - 9 November 2009 through 10 November 2009
ER -