2017
DOI: 10.1016/j.compedu.2017.08.005
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Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study

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Cited by 38 publications
(60 citation statements)
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“…These differences suggest that the addition of gamified elements to assessments may either negatively impact perceptions of fairness among women or have an especially positive effect on these perceptions among men. This finding supports the idea that females may be less likely to enjoy game-based content or that gender-stereotypes could impact these perceptions (Hartmann and Klimmt, 2006;Albuquerque et al, 2017) . However, the effect sizes for gender differences were relatively small, and both males and females reported positive reactions (i.e.…”
Section: Discussionsupporting
confidence: 80%
“…These differences suggest that the addition of gamified elements to assessments may either negatively impact perceptions of fairness among women or have an especially positive effect on these perceptions among men. This finding supports the idea that females may be less likely to enjoy game-based content or that gender-stereotypes could impact these perceptions (Hartmann and Klimmt, 2006;Albuquerque et al, 2017) . However, the effect sizes for gender differences were relatively small, and both males and females reported positive reactions (i.e.…”
Section: Discussionsupporting
confidence: 80%
“…Again, the shift towards learning analytics highlights, rather than creates, the long-standing problem that proxies (exams and grades) are often considered more important than the learning they may represent. Work on reducing gaming in education predates learning analytics (for example, Arroyo et al, 2007), and is now expanding in the field to take into account aspects of equality (Albuquerque, Bittencourt, Coelho, & Silva, 2017). More broadly, learning analytics provides a growing set of tools that can inform educators about ways in which specific students are struggling, providing an insight into interactions and dialogue that was not possible in the past, and supporting an understanding of why some individuals are choosing to game the system.…”
Section: Safeguardingmentioning
confidence: 99%
“…Perhaps the state of flow is such an experience that both men and women have the same disposition to attain it. Factors that influence gamified educational environments, such as stereotype threat (Albuquerque et al, 2017), could also have an impact in those male/female interactions. Further research on this subject is desired to further elucidate the differences in the flow experience between men and women.…”
Section: Discussionmentioning
confidence: 99%