Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English

Author:

Ahmadian Shilan1ORCID,Brevik Lisbeth M.1ORCID,Öhrn Elisabet2

Affiliation:

1. Department of Teacher Education and School Research University of Oslo Oslo Norway

2. Department of Education and Special Education University of Gothenburg Gothenburg Sweden

Abstract

AbstractBackgroundIn Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text‐based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in gendered vocational classes, with mainly girls or boys respectively in different programmes, as national surveys show that while most teenage boys play digital games, comparatively few girls do.ObjectivesThe primary aim was to investigate how the digital commercial game Adventures with Anxiety was used during naturally occurring English teaching in four gendered vocational classes: one Technological and Industrial Production class (boys only) and three Healthcare, Childhood and Youth development classes (girls mainly).MethodsParticipants involved 36 students (aged 16–17) and two English teachers. Using a mixed methods design (Brevik, 2022), we combined quantitative and qualitative analyses of classroom video recordings (5.5 h), student screen recordings during gameplay (8 h) and retrospective teacher interviews (1.5 h). Analyses relied on the validated PLATO observation protocol (Grossman, 2015) and reflexive thematic analysis (Braun & Clarke, 2022).Results and ConclusionsEnglish teachers expressed a dual aim in using the game for teaching English; to improve students' language skills and provide experiences of how to live with anxiety. Although the game offered relevant vocabulary and virtual experiences with anxiety; anxiety emerged as a professional component of caring professions in the girls‐mainly classes, while being used to help boys acknowledge anxiety in their own lives.

Funder

Norges Forskningsråd

Publisher

Wiley

Reference86 articles.

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3. Games as Tools for Dialogic Teaching and Learning

4. To pass the test: the timing of boys’ parallel positioning

5. AwesomeFox43. (2020).Adventures with anxiety: A game where you are anxiety and this game made me feel more seen than I had in years. I Hope this Helps Others like it Helped me [Reddit].https://www.reddit.com/r/Anxietyhelp/comments/e57y3g/adventures_with_anxiety_a_game_where_you_are/

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