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Studies show that using role models can boost academic performance of learners (Lockwood, 2006; Marx, & Roman, 2002). In this paper, we describe an experiment (N=1067) exploring the impacts of varying types of avatar on engagement in an educational game. The different conditions include role models and (c) the non-role model case of simple geometric shapes (for baseline comparison). Using the Game Experience Questionnaire (GEQ) (IJsselsteijn et. al, 2007), we find that female participants using role model case (scientist avatars) had significantly higher engagement than female participants using non-scientist or shape avatars. This result suggests that STEM role model avatars have the potential to enhance engagement in educational games, which could in turn influence learning outcomes (Blumenfeld et. al, 2005).
Dominic Kao, Massachusetts Institute of Technology
D. Fox Harrell, Massachusetts Institute of Technology