Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Understanding gender, context and ga...
~
Richard, Gabriela T.
Linked to FindBook
Google Book
Amazon
博客來
Understanding gender, context and game culture for the development of equitable digital games as learning environments.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Understanding gender, context and game culture for the development of equitable digital games as learning environments./
Author:
Richard, Gabriela T.
Description:
317 p.
Notes:
Source: Dissertation Abstracts International, Volume: 75-06(E), Section: A.
Contained By:
Dissertation Abstracts International75-06A(E).
Subject:
Educational technology. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3613485
ISBN:
9781303764431
Understanding gender, context and game culture for the development of equitable digital games as learning environments.
Richard, Gabriela T.
Understanding gender, context and game culture for the development of equitable digital games as learning environments.
- 317 p.
Source: Dissertation Abstracts International, Volume: 75-06(E), Section: A.
Thesis (Ph.D.)--New York University, 2014.
This item is not available from ProQuest Dissertations & Theses.
The study proposes that in order to design educational games that address equitable learning outcomes, we need to understand contextual factors that can have differential effects on achievement across gender, ethnicity, culture and sexuality. Research on social identity formation, stereotype threat, school climate and the digital identity divide all underscore the importance of social context in shaping identification with, as well as confidence and performance in learning content areas, particularly math, science and technology (which includes computers and gaming). Past literature highlights that females and ethnic minorities are the most vulnerable to bias and negative stereotypes in these domains. Gender and its intersections with ethnicity and sexuality were investigated in game culture through an exploratory mixed-methods study. It consisted of a multi-year ethnography of online gaming activities in the greater gaming culture and a female-supportive online gaming community (with members across gender), as well as surveys developed from ethnographic themes. Ethnographic findings confirm that harassment is a pervasive gatekeeping practice that particularly targets and affects females and ethnic minorities in game culture and leads to silencing and marginalizing female game play; female gamers continuously wrestle with competing gendered expectations that undermined their play, particularly in co-ed environments, though also in female-supportive ones; and the female-oriented "clan" creates learning opportunities and access to female role models (that defy stereotypes) in ways that help level the playing field. Survey results demonstrate that stereotype threat, which has implications for learning and long-term outcomes through lowered confidence, performance and interest in a domain, can occur in game culture, and that females and ethnic minorities are statistically significantly more vulnerable to it. However, latent internalized gender schema (or one's internalized sense of masculinity or femininity) significantly interacts with vulnerability. Male and female members of a female-supportive clan scored significantly higher in their gaming identification and self-concept, and females of that clan were more likely to play frequently online, helping to demonstrate the positive role of supportive communities in mitigating the potential negative effects of bias and stereotype threat. The dissertation further makes recommendations for the design of efficacious and equitable educational games and learning environments.
ISBN: 9781303764431Subjects--Topical Terms:
517670
Educational technology.
Understanding gender, context and game culture for the development of equitable digital games as learning environments.
LDR
:03602nmm a2200313 4500
001
2070641
005
20160617121836.5
008
170521s2014 ||||||||||||||||| ||eng d
020
$a
9781303764431
035
$a
(MiAaPQ)AAI3613485
035
$a
AAI3613485
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Richard, Gabriela T.
$3
3185705
245
1 0
$a
Understanding gender, context and game culture for the development of equitable digital games as learning environments.
300
$a
317 p.
500
$a
Source: Dissertation Abstracts International, Volume: 75-06(E), Section: A.
500
$a
Adviser: Christopher M. Hoadley.
502
$a
Thesis (Ph.D.)--New York University, 2014.
506
$a
This item is not available from ProQuest Dissertations & Theses.
520
$a
The study proposes that in order to design educational games that address equitable learning outcomes, we need to understand contextual factors that can have differential effects on achievement across gender, ethnicity, culture and sexuality. Research on social identity formation, stereotype threat, school climate and the digital identity divide all underscore the importance of social context in shaping identification with, as well as confidence and performance in learning content areas, particularly math, science and technology (which includes computers and gaming). Past literature highlights that females and ethnic minorities are the most vulnerable to bias and negative stereotypes in these domains. Gender and its intersections with ethnicity and sexuality were investigated in game culture through an exploratory mixed-methods study. It consisted of a multi-year ethnography of online gaming activities in the greater gaming culture and a female-supportive online gaming community (with members across gender), as well as surveys developed from ethnographic themes. Ethnographic findings confirm that harassment is a pervasive gatekeeping practice that particularly targets and affects females and ethnic minorities in game culture and leads to silencing and marginalizing female game play; female gamers continuously wrestle with competing gendered expectations that undermined their play, particularly in co-ed environments, though also in female-supportive ones; and the female-oriented "clan" creates learning opportunities and access to female role models (that defy stereotypes) in ways that help level the playing field. Survey results demonstrate that stereotype threat, which has implications for learning and long-term outcomes through lowered confidence, performance and interest in a domain, can occur in game culture, and that females and ethnic minorities are statistically significantly more vulnerable to it. However, latent internalized gender schema (or one's internalized sense of masculinity or femininity) significantly interacts with vulnerability. Male and female members of a female-supportive clan scored significantly higher in their gaming identification and self-concept, and females of that clan were more likely to play frequently online, helping to demonstrate the positive role of supportive communities in mitigating the potential negative effects of bias and stereotype threat. The dissertation further makes recommendations for the design of efficacious and equitable educational games and learning environments.
590
$a
School code: 0146.
650
4
$a
Educational technology.
$3
517670
650
4
$a
Communication.
$3
524709
650
4
$a
Social psychology.
$3
520219
650
4
$a
Mass communication.
$3
2144804
690
$a
0710
690
$a
0459
690
$a
0451
690
$a
0708
710
2
$a
New York University.
$b
Administration, Leadership, and Technology.
$3
1673838
773
0
$t
Dissertation Abstracts International
$g
75-06A(E).
790
$a
0146
791
$a
Ph.D.
792
$a
2014
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3613485
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9303509
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login