Navigating and decoding dynamic maps: Gender preferences and engagement differences within- and outside-of game experiences

Authors

  • Tom Lowrie Charles Sturt University
  • Robyn Jorgensen Griffith University
  • Tracy Logan Charles Sturt University

DOI:

https://doi.org/10.14742/ajet.464

Abstract

A survey (n = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held game. These two case studies comprised stimulated recall sessions and subsequent follow-up, open-ended interviews. The analysis described the influence digital game playing can have on a participant's mathematics sense making. Findings included distinct differences in both the approach and the strategies employed by the respective participants to not only engage with the game, but contextualise it within their own knowledge and experiences. Furthermore, the study demonstrated the extent to which game playing can be a catalyst for further learning outside the game experience.


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Author Biographies

  • Tom Lowrie, Charles Sturt University

    Director

    Research Instititue for Professional Practice, Learning and Education

  • Robyn Jorgensen, Griffith University

    Senior Fellow

    Griffith Institute for Educational Research

  • Tracy Logan, Charles Sturt University

    Research Coordinator

    Research Instititue for Professional Practice, Learning and Education

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Published

2013-11-08

How to Cite

Lowrie, T., Jorgensen, R., & Logan, T. (2013). Navigating and decoding dynamic maps: Gender preferences and engagement differences within- and outside-of game experiences. Australasian Journal of Educational Technology, 29(5). https://doi.org/10.14742/ajet.464