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ERIC Number: ED607235
Record Type: Non-Journal
Publication Date: 2017-Apr-30
Pages: 12
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-
EISSN: N/A
Gamification in Science Education to Promote Gender Equality and Learning Achievement
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan
AERA Online Paper Repository, Paper presented at the Annual Meeting of the American Educational Research Association (San Antonio, TX, Apr 27-May 1, 2017)
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an online animation based on gender preferences in gameplay. The initial results indicated that these two types of gamification align with the concept of digital game-based learning (DGBL) to promote students' learning through increasing learning interests. However, the follow-up analysis did not distinguish the effect of gamification on learning based on different gender preferences in game modes. Further research about the possible effect of gender on gamification will be necessary.
AERA Online Paper Repository. Available from: American Educational Research Association. 1430 K Street NW Suite 1200, Washington, DC 20005. Tel: 202-238-3200; Fax: 202-238-3250; e-mail: subscriptions@aera.net; Web site: http://www.aera.net
Publication Type: Speeches/Meeting Papers; Reports - Research
Education Level: Elementary Education; Grade 4; Intermediate Grades; Grade 5; Middle Schools; Grade 6; Grade 7; Junior High Schools; Secondary Education; Grade 8
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Kansas
Grant or Contract Numbers: N/A