메뉴 건너뛰기




Volumn 56, Issue 5-6, 2008, Pages 643-663

Gender differences in game activity preferences of middle school children: Implications for educational game design

Author keywords

Activity modes; Educational games; Game design; Game play preferences; Gender differences

Indexed keywords


EID: 54449097376     PISSN: 10421629     EISSN: 15566501     Source Type: Journal    
DOI: 10.1007/s11423-007-9076-z     Document Type: Article
Times cited : (149)

References (54)
  • 1
    • 0003817213 scopus 로고    scopus 로고
    • AAUW Commission on Technology Gender, Teacher Education. American Association of University Women (AAUW) Foundation Washington
    • AAUW Commission on Technology Gender, Teacher Education (2000). Tech-savvy: Educating girls in the new computer age. Washington: American Association of University Women (AAUW) Foundation.
    • (2000) Tech-savvy: Educating Girls in the New Computer Age
  • 3
    • 33144477929 scopus 로고    scopus 로고
    • Genre and game studies: Toward a critical approach to video game genres
    • 1
    • T. H. Apperley 2006 Genre and game studies: Toward a critical approach to video game genres Simulation & Gaming 37 1 6 23
    • (2006) Simulation & Gaming , vol.37 , pp. 6-23
    • Apperley, T.H.1
  • 4
    • 0017472917 scopus 로고
    • Self-efficacy: Toward a unifying theory of behavioral change
    • 2
    • A. Bandura 1977 Self-efficacy: Toward a unifying theory of behavioral change Psychological Review 84 2 191 215
    • (1977) Psychological Review , vol.84 , pp. 191-215
    • Bandura, A.1
  • 5
    • 84937381236 scopus 로고    scopus 로고
    • Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games
    • 3
    • B. Beasley T. C. Standley 2002 Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games Mass Communications & Society 5 3 279 293
    • (2002) Mass Communications & Society , vol.5 , pp. 279-293
    • Beasley, B.1    Standley, T.C.2
  • 6
    • 38749103846 scopus 로고    scopus 로고
    • You play world of warcraft? You're hired! Why multiplayer games may be the best kind of job training
    • 4
    • J. S. Brown D. Thomas 2006 You play world of warcraft? You're hired! Why multiplayer games may be the best kind of job training Wired 14 4 120
    • (2006) Wired , vol.14 , pp. 120
    • Brown, J.S.1    Thomas, D.2
  • 8
    • 0037670047 scopus 로고    scopus 로고
    • Gender dynamics and the social and spatial organization of computer gaming
    • J. Bryce J. Rutter 2003 Gender dynamics and the social and spatial organization of computer gaming Leisure Studies 22 1 15
    • (2003) Leisure Studies , vol.22 , pp. 1-15
    • Bryce, J.1    Rutter, J.2
  • 9
    • 28344445685 scopus 로고    scopus 로고
    • Contexts, gaming pleasures, and gendered preferences
    • 4
    • D. Carr 2005 Contexts, gaming pleasures, and gendered preferences Simulation & Gaming 36 4 464 482
    • (2005) Simulation & Gaming , vol.36 , pp. 464-482
    • Carr, D.1
  • 12
    • 0141510012 scopus 로고    scopus 로고
    • Gender differences in adolescents' perceptions of the best and worst aspects of computing at school
    • A. Colley 2003 Gender differences in adolescents' perceptions of the best and worst aspects of computing at school Computers in Human Behavior 19 673 682
    • (2003) Computers in Human Behavior , vol.19 , pp. 673-682
    • Colley, A.1
  • 15
    • 0041625698 scopus 로고    scopus 로고
    • The story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game
    • 2
    • J. De Jean R. Upitis C. Koch J. Young 1999 The story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game Gender and Education 11 2 207 223
    • (1999) Gender and Education , vol.11 , pp. 207-223
    • De Jean, J.1    Upitis, R.2    Koch, C.3    Young, J.4
  • 16
    • 0036728370 scopus 로고    scopus 로고
    • Improving children's mental rotation accuracy with computer game playing
    • 3
    • R. de Lisi J. L. Wolford 2002 Improving children's mental rotation accuracy with computer game playing Journal of Genetic Psychology 163 3 272 282
    • (2002) Journal of Genetic Psychology , vol.163 , pp. 272-282
    • De Lisi, R.1    Wolford, J.L.2
  • 17
    • 54449091695 scopus 로고    scopus 로고
    • Hybrid reality games unframed: Potential uses in education
    • 3
    • A. de Souza e Silva G. Delacruz 2006 Hybrid reality games unframed: Potential uses in education Games and Culture 1 3 231 251
    • (2006) Games and Culture , vol.1 , pp. 231-251
    • De Souza Silva E, A.1    Delacruz, G.2
  • 18
    • 27644536872 scopus 로고    scopus 로고
    • Forty simple computer games and what they could mean to educators
    • 2
    • J. V. Dempsey 2002 Forty simple computer games and what they could mean to educators Simulation & Gaming 33 2 157 168
    • (2002) Simulation & Gaming , vol.33 , pp. 157-168
    • Dempsey, J.V.1
  • 20
    • 84873351489 scopus 로고    scopus 로고
    • Girls creating games: Challenging existing assumptions about game content
    • Paper presented at the Vancouver.
    • Denner, J., Bean, S., & Werner, L. (2005). Girls creating games: Challenging existing assumptions about game content. Paper presented at the Digital Games Research Association (DiGRA), Vancouver.
    • (2005) Digital Games Research Association (DiGRA)
    • Denner, J.1    Bean, S.2    Werner, L.3
  • 21
    • 33744746230 scopus 로고    scopus 로고
    • Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments
    • 3
    • M. D. Dickey 2006 Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments Educational Technology Research & Development (ETR&D) 54 3 245 263
    • (2006) Educational Technology Research & Development (ETR&D) , vol.54 , pp. 245-263
    • Dickey, M.D.1
  • 22
    • 20444412032 scopus 로고    scopus 로고
    • The effects of playing educational video games on kindergarten achievement
    • 1
    • F. S. Din J. Calao 2001 The effects of playing educational video games on kindergarten achievement Child Study Journal 31 1 95 102
    • (2001) Child Study Journal , vol.31 , pp. 95-102
    • Din, F.S.1    Calao, J.2
  • 25
    • 67549103767 scopus 로고    scopus 로고
    • Games, motivation, and learning: A research and practice model
    • 4
    • R. Garris R. Ahlers J. E. Driskell 2002 Games, motivation, and learning: A research and practice model Simulation & Gaming 33 4 441 467
    • (2002) Simulation & Gaming , vol.33 , pp. 441-467
    • Garris, R.1    Ahlers, R.2    Driskell, J.E.3
  • 26
    • 0036741870 scopus 로고    scopus 로고
    • Students' perceptions of classroom activities: Are there grade-level and gender differences?
    • 3
    • M. Gentry R. K. Gable M. G. Rizza 2002 Students' perceptions of classroom activities: Are there grade-level and gender differences? Journal of Educational Psychology 94 3 539 544
    • (2002) Journal of Educational Psychology , vol.94 , pp. 539-544
    • Gentry, M.1    Gable, R.K.2    Rizza, M.G.3
  • 27
    • 54449091694 scopus 로고    scopus 로고
    • What girls want: The intersections of leisure and power in female computer game play
    • Duke University Press Durham
    • Gilmour, H. (2000). What girls want: The intersections of leisure and power in female computer game play. In M. Kinder (Ed.), Kids' media culture (pp. 264-315). Durham: Duke University Press.
    • (2000) Kids' Media Culture , pp. 264-315
    • Gilmour, H.1    Kinder, M.2
  • 28
    • 0038620361 scopus 로고    scopus 로고
    • Engaging girls with computers through software games
    • 1
    • C. M. Gorriz C. Medina 2000 Engaging girls with computers through software games Communications of the ACM 43 1 42 54
    • (2000) Communications of the ACM , vol.43 , pp. 42-54
    • Gorriz, C.M.1    Medina, C.2
  • 29
    • 33749576028 scopus 로고    scopus 로고
    • A review of scholarship on assessing experiential learning effectiveness
    • 2
    • J. Gosen J. Washbush 2004 A review of scholarship on assessing experiential learning effectiveness Simulation & Gaming 35 2 270 293
    • (2004) Simulation & Gaming , vol.35 , pp. 270-293
    • Gosen, J.1    Washbush, J.2
  • 30
    • 0038700754 scopus 로고    scopus 로고
    • Action video game modifies visual selective attention
    • 29
    • C. S. Green D. Bavelier 2003 Action video game modifies visual selective attention Nature 423 29 534 537
    • (2003) Nature , vol.423 , pp. 534-537
    • Green, C.S.1    Bavelier, D.2
  • 32
    • 54449088857 scopus 로고    scopus 로고
    • Comparing 14 plus 2 forms of fun (and learning and gender issues) in commercial versus educational space exploration digital games
    • Paper presented at the University of Utrecht, The Netherlands.
    • Heeter, C., Chu, C., Maniar, A., Winn, B., Mishra, P., Egidio, R., et al. (2003). Comparing 14 plus 2 forms of fun (and learning and gender issues) in commercial versus educational space exploration digital games. Paper presented at the International Digital Games Research, University of Utrecht, The Netherlands.
    • (2003) International Digital Games Research
    • Heeter, C.1    Chu, C.2    Maniar, A.3    Winn, B.4    Mishra, P.5    Egidio, R.6
  • 33
    • 84937183468 scopus 로고    scopus 로고
    • South African resource-deprived learners benefit from CALL through the medium of computer games
    • 3
    • M. E. Herselman 1999 South African resource-deprived learners benefit from CALL through the medium of computer games Computer Assisted Language Learning 12 3 197 218
    • (1999) Computer Assisted Language Learning , vol.12 , pp. 197-218
    • Herselman, M.E.1
  • 35
    • 27644583673 scopus 로고    scopus 로고
    • Gender differences in social network development via mobile phone text messages: A longitudinal study
    • 5
    • T. Igarashi J. Takai T. Yoshida 2005 Gender differences in social network development via mobile phone text messages: A longitudinal study Journal of Social and Personal Relationships 22 5 691 713
    • (2005) Journal of Social and Personal Relationships , vol.22 , pp. 691-713
    • Igarashi, T.1    Takai, J.2    Yoshida, T.3
  • 37
    • 0035285001 scopus 로고    scopus 로고
    • Gender and the Internet: Women communicating and men searching
    • 5/6
    • L. A. Jackson K. S. Ervin P. D. Gardner N. Schmitt 2001 Gender and the Internet: Women communicating and men searching Sex Roles 44 5/6 363 379
    • (2001) Sex Roles , vol.44 , pp. 363-379
    • Jackson, L.A.1    Ervin, K.S.2    Gardner, P.D.3    Schmitt, N.4
  • 39
    • 32644434800 scopus 로고    scopus 로고
    • Kaiser Family Foundation. Kaiser Family foundation Menlo Park, CA
    • Kaiser Family Foundation (2002). Key facts: Children and video games. Menlo Park, CA: Kaiser Family foundation.
    • (2002) Key Facts: Children and Video Games
  • 41
    • 34249963673 scopus 로고
    • Requirements and benefits of effective interactive instruction: Learner control, self-regulation, and continuing motivation
    • 1
    • M. B. Kinzie 1990 Requirements and benefits of effective interactive instruction: Learner control, self-regulation, and continuing motivation Educational Technology Research & Development (ETR&D) 38 1 5 21
    • (1990) Educational Technology Research & Development (ETR&D) , vol.38 , pp. 5-21
    • Kinzie, M.B.1
  • 42
    • 33646431465 scopus 로고    scopus 로고
    • Creating effective learning environments and learning organizations through gaming simulation design
    • 4
    • W. C. Kriz 2004 Creating effective learning environments and learning organizations through gaming simulation design Simulation & Gaming 34 4 495 511
    • (2004) Simulation & Gaming , vol.34 , pp. 495-511
    • Kriz, W.C.1
  • 43
    • 84965695819 scopus 로고
    • Continuing motivation: An analysis of a seldom-considered educational outcome
    • M. L. Maehr 1976 Continuing motivation: An analysis of a seldom-considered educational outcome Review of Educational Research 46 443 462
    • (1976) Review of Educational Research , vol.46 , pp. 443-462
    • Maehr, M.L.1
  • 44
    • 85084523926 scopus 로고
    • Making learning fun: A taxonomy of intrinsic motivations for learning
    • Erlbaum Hillsdale
    • Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. S. M. J. Farr (Ed.), Aptitude, learning, & instruction (Vol. 3, pp. 223-253). Hillsdale: Erlbaum.
    • (1987) Aptitude, Learning, & Instruction , vol.3 , pp. 223-253
    • Malone, T.1    Lepper, M.2    Farr, R.E.S.M.J.3
  • 45
    • 52849083344 scopus 로고    scopus 로고
    • Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
    • Ablex Norwood, NJ
    • Okagaki, L., & Frensch, P. A. (1996). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with video (Vol. 11, pp. 115-140). Norwood: Ablex.
    • (1996) Interacting with Video , vol.11 , pp. 115-140
    • Okagaki, L.1    Frensch, P.A.2    Greenfield, P.M.3    Cocking, R.R.4
  • 46
    • 21044450247 scopus 로고    scopus 로고
    • A simple classification model for debriefing simulation games
    • 1
    • V. Peters G. Vissert 2004 A simple classification model for debriefing simulation games Simulation & Gaming 35 1 70 84
    • (2004) Simulation & Gaming , vol.35 , pp. 70-84
    • Peters, V.1    Vissert, G.2
  • 48
    • 24144437423 scopus 로고    scopus 로고
    • How the perceived masculinity and/or femininity of software applications influences students' software preferences
    • 1
    • N. Pinkard 2005 How the perceived masculinity and/or femininity of software applications influences students' software preferences Journal of Educational Computing Research 32 1 57 78
    • (2005) Journal of Educational Computing Research , vol.32 , pp. 57-78
    • Pinkard, N.1
  • 49
    • 84965372362 scopus 로고
    • The effectiveness of games for educational purposes: A review of recent research
    • 3
    • J. M. Randel B. A. Morris C. D. Wetzel B. V. Whitehill 1992 The effectiveness of games for educational purposes: A review of recent research Simulation & Gaming 23 3 261 276
    • (1992) Simulation & Gaming , vol.23 , pp. 261-276
    • Randel, J.M.1    Morris, B.A.2    Wetzel, C.D.3    Whitehill, B.V.4
  • 50
    • 0030532180 scopus 로고    scopus 로고
    • Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
    • 2
    • L. P. Rieber 1996 Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games Educational Technology Research & Development (ETR&D) 44 2 43 58
    • (1996) Educational Technology Research & Development (ETR&D) , vol.44 , pp. 43-58
    • Rieber, L.P.1
  • 52
    • 84984092378 scopus 로고
    • A comparison of componential and traditional approaches to training reading skills
    • 3
    • S. Schwartz 1988 A comparison of componential and traditional approaches to training reading skills Applied Cognitive Psychology 2 3 189 201
    • (1988) Applied Cognitive Psychology , vol.2 , pp. 189-201
    • Schwartz, S.1
  • 54
    • 5444264362 scopus 로고    scopus 로고
    • An introduction to computing and interpreting Cronbach Coefficient Alpha in SAS
    • Paper presented at the Long Beach, CA.
    • Yu, C. H. (2001). An introduction to computing and interpreting Cronbach Coefficient Alpha in SAS. Paper presented at the 26th Annual SAS Users Group International Conference, Long Beach, CA.
    • (2001) 26th Annual SAS Users Group International Conference
    • Yu, C.H.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.