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Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study.

dc.contributor.authorTorrente, Javier
dc.contributor.authorFernandez-Vara, Clara
dc.contributor.authorManero Iglesias, José Borja
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-04-03T17:58:08Z
dc.date.available2024-04-03T17:58:08Z
dc.date.issued2017-01-14
dc.description.abstractThis study examines the influence of players’ age, gender, and gaming preferences and habits (from now on, “gaming preferences”) on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups based on their gaming preferences: (1) Wellrounded (WR) gamers, who play all types of games often; (2) Hardcore players, who frequently tend to play first-person shooter (FPS) and sports games; (3) Casual players, who play moderately and tend to play music, social, and puzzle games; and (4) Non-gamers, who barely play videogames at all. Among all of the participants’ personal factors (age, gender, and type of player) that were measured, only gaming preferences seemed to have a significant (p<.05) positive influence on students’ interest in theater-going. Neither age nor gender seemed to affect the outcomes. Casual and Well-rounded gamers scored higher in the game than Non-gamers and Hardcore players. Due to these results, we also explored whether the gaming profile affected traditional educational approaches. Traditional education worked better than videogames only for students who do not usually play videogames. This study suggests that gaming preferences may influence the effectiveness of different educational approaches. Knowing students’ gaming preferences in advance may help educators find the best educational approach for each student.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1109/TLT.2016.2572702
dc.identifier.issn1939-1382
dc.identifier.urihttps://hdl.handle.net/20.500.14352/102670
dc.journal.titleIEEE Transactions on Learning Technologies
dc.language.isoeng
dc.rights.accessRightsopen access
dc.subject.keywordComputer uses in education
dc.subject.keywordComputers and society
dc.subject.keywordLearning technologies
dc.subject.keywordEducational videogames
dc.subject.keywordApplied games
dc.subject.keywordDigital humanities
dc.subject.keywordVideogames on arts
dc.subject.ucmInformática (Informática)
dc.subject.unesco3304 Tecnología de Los Ordenadores
dc.titleInvestigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study.
dc.typejournal article
dspace.entity.typePublication
relation.isAuthorOfPublication0e709211-9a4b-47f4-90a8-0397add3b32a
relation.isAuthorOfPublication7aa3aa1c-0f71-4c2f-8f82-275aa14354b1
relation.isAuthorOfPublication.latestForDiscovery0e709211-9a4b-47f4-90a8-0397add3b32a

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