The Influence of Gender and Cultural Differences on the Learning Experience of Participants During a Microgame Session

Heide Lukosch, Shalini Kurapati, D Groen, Alexander Verbraeck

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Abstract

Many factors influence the use and effectiveness of educational games. The game environment, its technology, or game mechanics are factors directly linked to the game itself. Other aspects show a stronger relationship to the player, like his or her experience with the subject and/or games in general, his or her motivation and expectations towards the gaming experience. Some of the personal aspects, like age, are already addressed in related research. Cultural and gender differences though, are not a main object of gaming research so far. Nonetheless, the experience of the authors with educational games allowed for certain assumptions about differences in game play, related to player’s cultural backgrounds and gender. Literature suggests that gender plays a role when it comes to game performance. This paper introduces outcomes of a study with a so-called microgame, a brief game used to raise the awareness of interdependent planning operations. It shows that in this game, gender and culture make a difference in relation to the learning experience, measured by game performance.
Original languageEnglish
Title of host publicationProceedings of the 10th European Conference on Games Based Learning
EditorsThomas Connolly, Liz Boyle
Place of PublicationReading, UK
PublisherACPIL
Pages391-400
Number of pages10
ISBN (Electronic)978-1-911218-10-4
ISBN (Print)978-1-911218-09-8
Publication statusPublished - 2016
Event10th European Conference on Game Based Learning - The University of the West of Scotland, Paisley, United Kingdom
Duration: 6 Oct 20167 Oct 2016

Conference

Conference10th European Conference on Game Based Learning
Abbreviated titleECGBL 2016
Country/TerritoryUnited Kingdom
CityPaisley
Period6/10/167/10/16

Keywords

  • Microgames
  • learning
  • gender
  • culture

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