首页> 外文期刊>Computers in Human Behavior >Battling gender stereotypes: A user study of a code-learning game, 'Code Combat,' with middle school children
【24h】

Battling gender stereotypes: A user study of a code-learning game, 'Code Combat,' with middle school children

机译:与中小学儿童一起争夺性别刻板印象:用户研究代码学习游戏,“代码战斗”

获取原文
获取原文并翻译 | 示例
           

摘要

Gender has been consistently controlled as a variable in usability and playability tests. However, there is no consensus on whether and how gender differences should influence the design of digital environments. According to some research, digital environments may be unintentionally designed especially for males as a result of the existing gender biases which risks reproducing gender-polarized culture in a computational field. This study attempts to highlight that females are still being negatively affected by existing gender stereotypes and prescribed gender identities despite relatively equal access and use of computer technology. This qualitative study aims to provide insights about the first-time user experience in a home environment of 16 middle school children in Turkey (8 males - 8 females), aged between 11 and 14 years, with a code learning game named "Code Combat". The analysis is supported with complementary quantitative findings. The present study investigates the participants' conceptualizations and opinions toward coding concept and this specific coding game. Further, it explores how existing gender stereotypes and gender biased expectations impact their behaviors and attitudes in the context of game experience. Our results indicated that perceived computer competence and perceived coding difficulty had important effects on the participants' performance relatedly with their gender identity. According to our findings, there are important gender differences to be found in our 9 constructs, namely; perceived computer competence, perceived coding difficulty, identification, perceived game difficulty, perceived success, level of enjoyment, level of anxiety, the likelihood of playing it another time and the likelihood of trying new features.
机译:性别一直被控制为可用性和可玩性测试中的变量。但是,无论是如何影响数字环境的设计,都没有达成共识。根据一些研究,由于现有的性别偏差,这些环境可能无意地为男性设计,特别是在计算领域中再现性别极化培养物。这项研究试图强调,尽管对计算机技术相对平等的访问和使用,但仍然强调女性仍然受到现有性别陈规定型观念和规定的性别相同的负面影响。这种定性研究旨在提供关于土耳其(8名男性8名女性8名女性)的16名中学生家庭环境中的首次用户体验的见解,以11至14岁,以指定“代码战斗”的代码学习游戏。 。互补定量发现支持分析。本研究调查了参与者对编码概念和此特定编码游戏的概念化和意见。此外,它探讨了现有的性别陈规定型和性别偏见的预期如何影响他们在游戏经验范围内的行为和态度。我们的结果表明,感知计算机能力和感知的编码难度对与其性别认同相关的参与者的表现非常重要。根据我们的调查结果,我们的9个构建中存在重要的性别差异,即;感知计算机能力,感知编码难度,识别,感知的游戏困难,感知成功,享受程度,焦虑程度,播放它的可能性以及尝试新功能的可能性。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号