Engaging girls with computers through software games
Communications of the ACM
Knowledge Spaces: Theories, Empirical Research, and Applications
Knowledge Spaces: Theories, Empirical Research, and Applications
Knowledge Spaces
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Micro Adaptive, Non-invasive Knowledge Assessment in Educational Games
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
A survey of students' computer game playing habits
Advanced Technology for Learning
Immersive digital games: the interfaces for next-generation e-learning?
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Child-centered interaction in the design of a game for social skills intervention
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Human Behavior
Making games in the classroom: Benefits and gender concerns
Computers & Education
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Computer games are tremendously successful and this is why the potential of using this medium for educational purposes is increasingly recognized and researched. However, as new learning technologies need to be appropriate for all students and ensure equal learning opportunities, it is important to take into account evidences on gender differences in the context of computer games. This paper reviews relevant research results on gender aspects. Aiming for the realization of gender-based adaptation in digital educational games, a model incorporating research evidences on gender aspects is elaborated and implications for adaptation are derived. Adaptation principles and game design are illustrated by means of the 80Days project.