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Journal Article

Gender and Cultural Differences in Game‑Based Learning Experiences  pp310-319

Heide Lukosch, Shalini Kurapati, Daan Groen, Alexander Verbraeck

© Aug 2017 Volume 15 Issue 4, Editor: Elizabeth Boyle and Thomas Connolly, pp281 - 366

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Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player’s experience with the subject of the game and/or games in general, his or her motivation and expectations towards the gaming experience influence the outcome of a game‑based learning experience. Some of the personal aspects, like age, were already addressed in earlier research. Cultural and gender differences though, were not a main object of study in educational gaming so far. This study started from certain assumptions about differences in game play, related to players’ 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 of the players, measured by game performance.


Keywords: Microgames, learning, gender, culture


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Journal Issue

Volume 15 Issue 4 / Aug 2017  pp281‑366

Editor: Elizabeth Boyle, Thomas Connolly

View Contents Download PDF (free)



Keywords: Sign Language; American Sign Language; Recognition System; Kinect; Expert System; Game-Based Learning; Knowledge Engineering, Visual programming, Education, Computational thinking, K-12, Lightbot, Scratch, Microgames, learning, gender, culture, Multiple intelligences; Game preferences; Game mechanics; Evidence-based; Game design; Learning games, Collaboration, problem solving, online assessment, log stream data, measurement, e-learning, Educational Video Games; TAM (Technology Acceptance Model); Higher Education; Behavioural intention; Age


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