ERIC Number: EJ1368124
Record Type: Journal
Publication Date: 2023-Feb
Pages: 26
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1360-2357
EISSN: EISSN-1573-7608
Available Date: N/A
Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
Santos, Jário; Andrade, Ester; Benevides, Kamila; Silva, Kelly; Nascimento, João; Bittencourt, Ig; Pereira, Marcos; Fernandes, Sheyla; Isotani, Seiji
Education and Information Technologies, v28 n2 p1637-1662 Feb 2023
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite the benefits of intelligent tutoring systems, recent studies indicate the presence of a gender gap not considered in the construction of the attributes present in the gamified tutoring system. To investigate this impact by observing users' behavioral changes in gamified online educational environments, the present study aims to investigate the effects of the stereotype threats using a quantitative experiment with a Factorial Design in three gamified environments (stereotypical male version, stereotypical female version and control environment). Was conducted an experiment with 150 individuals (high school and undergraduate students) without considering age, ethnicity, or social class. The results show that the participants allocated to the male learning environment present an increase in aggressiveness level. Furthermore, the results also show the stereotypical male and female learning environments increased the participants' performance level. Another finding was that the threatening condition provided a significant increase in the participants' flow level among males subjected to a threatening condition, which did not manifest in the case of females. In addition, this study also observed the effect of the stereotype threat on men and women in the threatening condition by division in the 34-year age group, resulting in a significant increase in the level of flow among men. This study showed previous results show that the gamified environment influences psychological variables as aggressiveness, intellectual performance, and flow level, they raise questions about the direction of these changes and the impact they may have on users' usability and performance in these systems.
Descriptors: Sex Stereotypes, Technology Uses in Education, Gamification, Tutorial Programs, Sex Fairness, Electronic Learning, High School Students, Undergraduate Students, Aggression, Academic Achievement, Educational Environment
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Publication Type: Journal Articles; Reports - Research
Education Level: High Schools; Secondary Education; Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: N/A