2018 IEEE Frontiers in Education Conference (FIE) 2018
DOI: 10.1109/fie.2018.8658553
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Designing for All: Exploring Gender Diversity and Engagement with Digital Educational Games by Young People

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Cited by 16 publications
(25 citation statements)
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“…From the total frequency of each code, it was possible to observe important issues that cover new points of view or reinforce what exists in the literature. For example, as characteristics pointed out as valued in a game, aspects related to social interaction and relationships, such as being able to play in a group, which were already mentioned by [Schultheiss 2017,Ochsner 2015,AlSulaiman and Horn 2015,Fortim et al 2016,Dele-Ajayi et al 2018] and [Bergstrom 2019] Some of the codes eliminated for not bringing contributions were related to the following sentences: In the game, everyone is a car and Games not available for all devices.…”
Section: Analysis Results Of the Interviews With Girls Who Play Gamesmentioning
confidence: 99%
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“…From the total frequency of each code, it was possible to observe important issues that cover new points of view or reinforce what exists in the literature. For example, as characteristics pointed out as valued in a game, aspects related to social interaction and relationships, such as being able to play in a group, which were already mentioned by [Schultheiss 2017,Ochsner 2015,AlSulaiman and Horn 2015,Fortim et al 2016,Dele-Ajayi et al 2018] and [Bergstrom 2019] Some of the codes eliminated for not bringing contributions were related to the following sentences: In the game, everyone is a car and Games not available for all devices.…”
Section: Analysis Results Of the Interviews With Girls Who Play Gamesmentioning
confidence: 99%
“…One can observe a relationship between the characteristics More female avatars and Create avatars in which I can see myself, with their physical characteristics represented, and not just stereotyped characters, such as strong and blond characters. Besides, three girls also mentioned that it is necessary to represent women positively in the games, not only inserting female avatars but also representing them in an unobjectified way, as happens in several games, a fact also commented on by [Vieira and da Mota 2018, Schultheiss 2017, Fortim et al 2016, Gao et al 2017, Shaer et al 2017, Cerdera and Lima 2016, Dele-Ajayi et al 2018, Bayde et al 2019, de Amorim et al 2016 iSys:…”
Section: Characteristics That Participants Would Like To Have In a Gamementioning
confidence: 93%
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“…The design requirements for the design and implementation of this digital educational game were carefully drawn from the engagement framework [75], [76] combined with the specific educational requirements of the environment in which it was being used. The engagement framework provides the set of factors (challenge, social interaction, feedback, rewards, clarity of goal, immersion, thematic appeal, visual appeal and creativity) that young people regard as important entertainment elements in a game.…”
Section: Mathematical Elements and Formulaementioning
confidence: 99%