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 language | English |
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Title of host publication | Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces |
Subtitle of host publication | Techniques and Effective Practices |
Editors | Thomas Connolly, Mark Stansfield, Liz Boyle |
Place of Publication | Hershey, PA, USA |
Publisher | Idea Group Inc |
Pages | 288-303 |
Number of pages | 16 |
ISBN (Electronic) | 9781605663616 |
ISBN (Print) | 9781605663609, 1605663603 |
DOIs | |
Publication status | Published - 2009 |