• DocumentCode
    3714327
  • Title

    Girls and science education: Exploring female interests towards learning with Serious Games a study of KS3 girls in the North East of England

  • Author

    Opeyemi Dele-Ajayi;Rebecca Strachan;Alison Pickard;Jonathan Sanderson

  • Author_Institution
    Faculty of Engineering and Environment, Northumbria University, Newcastle Upon Tyne, United Kingdom
  • fYear
    2015
  • Firstpage
    364
  • Lastpage
    367
  • Abstract
    Following the rapid advancement in technologies and computer capabilities, researchers have predicted that more technology-enhanced learning will occur and educational computer games (Serious Games) in particular could play an important part in education. Research has shown that for serious games to be effective as learning tools, they have to provide an engaging experience to the player. However, very few evidence-based research have been carried out to discover the features of games that make it suitable for learning, how the actual learning can be evaluated and more especially, the gender divide that still exists between females and males in the world of gaming. This research aims to determine the educational features necessary to make a serious game effective as a learning tool, develop an assessment framework for the evaluation of serious games as well as determine if some of the educational features and engagement factors are peculiar to females.
  • Keywords
    "Games","Education","Computers","Computational modeling","Physics","Conferences","Entertainment industry"
  • Publisher
    ieee
  • Conference_Titel
    Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on
  • Type

    conf

  • DOI
    10.1109/IMCTL.2015.7359620
  • Filename
    7359620