2015 Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT) 2015
DOI: 10.1109/respect.2015.7296496
|View full text |Cite
|
Sign up to set email alerts
|

Leveraging collaboration to improve gender equity in a game-based learning environment for middle school computer science

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 11 publications
(3 citation statements)
references
References 38 publications
0
3
0
Order By: Relevance
“…However, there is limited research on the role gender play in the effectiveness of using serious games to facilitate students performance and learning. Buffum et al [28] combine collaborative learning and game-based learning to enable students who have less prior gaming experience to better engage with the game, and thus facilitating learning computational thinking at middle school level for underrepresented groups. In their study the authors consider underrepresentation based on gender and differences from prior experience with programming and video gaming.…”
Section: Related Workmentioning
confidence: 99%
“…However, there is limited research on the role gender play in the effectiveness of using serious games to facilitate students performance and learning. Buffum et al [28] combine collaborative learning and game-based learning to enable students who have less prior gaming experience to better engage with the game, and thus facilitating learning computational thinking at middle school level for underrepresented groups. In their study the authors consider underrepresentation based on gender and differences from prior experience with programming and video gaming.…”
Section: Related Workmentioning
confidence: 99%
“…This study will be a helpful source to researchers as a springboard for planning upcoming studies. Given the significance of GBL's effectiveness in fostering CT [34], it is anticipated that this teaching strategy will continue to gain traction across various subjects and academic levels, including mathematics, language arts, and science [16] in the foreseeable future [121].…”
Section: Sustainable Education In the Futurementioning
confidence: 99%
“…Some scholarly work has also studied general challenges found from other DGBL programs: (i) cost of games [35]; (ii) limited time to deploy the games and analyze the efficacy [35]; (iii) lack of technology literacy by teachers and students [35]; (iv) lack of place to find appropriate games [35]; (v) performance evaluation methods still relying on standardized test scores [35]; (vi) necessity of additional resources (i.e., pedagogical and technical supports) [36]; (vii) issues of access and the digital divide [36]; (viii) necessity of periodic examination on whether students actually prefer this approach to teaching [36]; and (iv) fear of distraction due to perception of a game as leisure rather than academic drive [37] [38].…”
Section: B Common Challengesmentioning
confidence: 99%