Abstract
In recent years, serious games offer great opportunities for learning processes at schools. However, it is unclear whether this type of proposals can offer differentiated answers among the students according to their gender. In this context, the aim of this paper is to know the possible differences that occur in primary school classrooms according to gender, with serious games designed for the development of mathematical fluency, and to examine to what extent these games contribute to the overall school performance. We carried out a quasi-experimental study, including pretest and posttest, without control group and with several experimental groups, and the participation of 284 students from first to fourth grade. The results show that the software benefits boys and girls equally, compared to the previously followed methodology that benefited boys. A clear relation between the results achieved and the performance in the overall students’ grades has also been observed. The conclusions show the potential of serious games in school settings, and the opportunity to approach performance differences based on the gender.
Funder
Proyecto de I+D+i Entornos digitales e identidades de género en la adolescencia
Subject
Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development
Reference42 articles.
1. Serious Games: Games That Educate, Train and Inform;Michael,2006
2. Serious Games: An Introduction;Alvarez,2012
3. AEVI La Industria Del Videojuego En España. Anuario 2019
http://www.aevi.org.es/web/wp-content/uploads/2020/04/AEVI-ANUARIO-2019.pdf
4. The benefits of playing video games.
5. A systematic literature review of empirical evidence on computer games and serious games
Cited by
4 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献