| Title: | Videogame Based Learning and the Problem of Gender Equity: Exemplifying an Androgynous Approach to Developing Computer Science E-Learning Games in Higher Education |
| Other Titles: | Proceedings of CGAMES’2008 |
| Authors: | Nte, Sol |
| Citation: | In: Mehdi, Q., Moreton, R. and Slater, S. (eds), Proceedings of CGAMES’2008. 13th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games. Light House Media Centre, Wolverhampton, UK, 3-5 November 2008. |
| Publisher: | University of Wolverhampton, School of Computing and Information Technology |
| Issue Date: | 2008 |
| URI: | http://hdl.handle.net/2436/41784 |
| Additional Links: | http://www.cgames.org/ http://www.wlv.ac.uk/Default.aspx?page=14750 |
| Abstract: | Several authors have considered those virtual spaces
in which videogames take place as being gendered
and videogames themselves as gender specific (e.g.
Jenkins, 1999; Subrahmanyam & Greenfield, 1994;
Hartmann & Klimmt, 2006). Videogames are often
considered to be an entry path into computer literacy
for young people (Greenfield & Cocking, 1996; Kiesler
et Al. 1985), if this is the case then to some degree first
year undergraduate computer literacy is likely to be
informed by videogame experiences. Videogames can
be considered to be one of the most “engaging
intellectual pastimes that we have invented” (Prensky,
2004) which suggests successful videogames as a
useful model for developing sound E-Learning
applications (Ebner & Holzinger 2007)
. However since
E-Learning must be careful to avoid gender bias in the
presentation of learning resources, any adoption of a
videogame development model must undergo a
process of “ungendering” wherein game models are
analysed in terms of gender equity and suitably
corrected. An actively androgynous “games for
gamers” not specific genders (Subrahmanyam &
Greenfield, 1999) approach is proposed and
exemplified to consider how the game developer can
avoid producing learning games that have some form
of gender bias in the degree to which they are
effective. This paper examines the preparatory theoretical work
in the development of a pilot study that employs an
androgynous software approach to avoid those effects
of gendering originating in videogames which can
negatively affect games based E-Learning. The
analysis is presented from a software development
perspective and documents the theoretical
considerations that led to the development of the
“Class Solitaire” demo - a version of the popular
“solitaire” videogame designed to teach java
subclassing to first year undergraduates. |
| Type: | Meetings & Proceedings |
| Language: | en |
| Keywords: | Gender equity E-learning Games based learning Videogame Software development Computer science teaching Object oriented programming |
| ISBN: | 978-0-9549016-6-0 |
| Appears in Collections: | Game Simulation and Artificial Intelligence Centre (GSAI)
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| Files in This Item: |
| File |
Description |
Size |
Format |
View/Open |
| CGAMES_Nov08_SolNte.pdf | | 711Kb | Adobe PDF |  View/Open | | CGAMES_Nov08 cover.pdf | | 540Kb | Adobe PDF |  View/Open |
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