A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 33093
A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education

Authors: Raluca Ionela Maxim

Abstract:

Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.

Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1371

References:


[1] L. E. Suter, & G. Camilli, (2019). International Student Achievement Comparisons and US STEM Workforce Development. Journal of Science Education and Technology, 28(1), 52–61.
[2] D. Topalli., N.E. Cagiltay (2018). Improving programming skills in engineering education through problem-based game projects with Scratch. Computers & Education, 120, 64–74.
[3] G. Girard, J. Ecalle, and A. Magnan. (2013) Serious games as new educational tools: How effective are they? A meta-analysis of recent studies. J. Comput. Assist. Learn.29, 3, 207-219.
[4] C. G. V. Wangenheim and F. Shull, To game or not to game? IEEE Software, vol. 26, no. 2, pp. 92-94, 2009.
[5] M. R. A. Souza, V. L, R. Moreira, E. Figueiredo and H. Costa, "Games for Learning: Bridging Game-related Education Methods to Software Engineering Knowledge Areas," in International Conference on Software Engineering (ICSE) Software Engineering Education and Training Track (SEET), Buenos Aires, 2017.
[6] B.J. Omotosho (2013) Gender Balance. In: Idowu S.O., Capaldi N., Zu L., Gupta A.D. (eds) Encyclopedia of Corporate Social Responsibility. Springer, Berlin, Heidelberg.
[7] J.L. Cundiff, T.K. Vescio, E. Loken, L. Lo (2013). Do gender–science stereotypes predict science identification and science career aspirations among undergraduate science majors? Soc. Psychol. Educ. 16, 541–554.
[8] B. Ertl, Luttenberger, M. Paechter. The impact of gender stereotypes on the self-concept of female students in stem subjects with an under-representation of females. Front. Psychol. 8:703. 2017
[9] E. Sari, A. Tedjasaputra. Mobile learning: Enhancing social learning amongst millennials. In proceedings of Proceedings of Asian CHI Symposium 2019: Emerging HCI research collection (AsianHCI’19) (pp. 153–160). New York, NY: Association for Computing Machinery.
[10] J. Knapp, J. Zeratsky, & B. Kowitz,. (2016). Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days: Bantam Press.
[11] G. J. Hwang, H.-F. , Chang. A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education, 56(4), 1023–1031, 2011