Games for Learning: Does Gender Make a Difference?

Elizabeth Boyle, Thomas Connolly

    Research output: Chapter in Book/Report/Conference proceedingChapter

    5 Citations (Scopus)

    Abstract

    Developing educational computer games that will appeal to both males and females adds an additional level of complexity to an already complicated process. Schools and universities need to be inclusive and new learning methods and materials should aim to be gender neutral. Traditional computer games are more popular with males than females, although the use of some simple guidelines in developing games for learning should reduce this preference. However females have a more careful and committed approach to learning and may be more willing to try out new methods of learning including computer games. These opposing influences make it difficult to predict how gender will impact on the acceptance of games for learning. There is some evidence that both males and females enjoy the kinds of games that have most potential for learning. The impact of new computer games for learning needs to be evaluated to ensure that they facilitate learning without disadvantaging one gender over the other.
    Original languageEnglish
    Title of host publicationGames-Based Learning Advancements for Multi-Sensory Human Computer Interfaces
    Subtitle of host publicationTechniques and Effective Practices
    EditorsThomas Connolly, Mark Stansfield, Liz Boyle
    Place of PublicationHershey, PA, USA
    PublisherIdea Group Inc
    Pages288-303
    Number of pages16
    ISBN (Electronic)9781605663616
    ISBN (Print)9781605663609, 1605663603
    DOIs
    Publication statusPublished - 2009

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