Open Access. Powered by Scholars. Published by Universities.®
- Keyword
- Publication
Articles 1 - 2 of 2
Full-Text Articles in Educational Technology
Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron
Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron
Communication
Digital games and simulations (DG&S) could help mitigate inequities in civic education and participation, which are found in many contemporary democracies. Yet incorporating DG&S into the curriculum may reinforce or introduce inequities for students who are less engaged by game-based learning. A quasi-experimental study of 301 U.S. high school students in social studies classes examined whether prior academic performance, civic engagement, civic game play experience and gender affected how (and which) students benefit from playing a life simulation game. Dependent variables included several civic dispositions: justice-oriented citizenship norms and interest in politics, news, and global issues. The simulation game especially …
Examining Variations In Technology Use For K-12 Students Of Different Gender And Socioeconomic Status, Nikki Lyons
Examining Variations In Technology Use For K-12 Students Of Different Gender And Socioeconomic Status, Nikki Lyons
Graduate Research Papers
The purpose of this paper is to review the literature currently published on how members of different genders and socioeconomic classes use technology to suit their needs in and out of the classroom learning environment. It will focus on the use of digital technologies by students in elementary, middle, and high schools. This was done by examining 30 research-based, peer-reviewed journal articles, books, published papers, documents, and observational analyses. The research indicates there are clear differences in how members of different subpopulations such as gender and socioeconomic groups choose to use technology to suit their communication, collaboration, instructional, and entertainment …