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Narratives for Math Problem Solving and Associated Gender Differences in Digital Game-Based Learning

Sun, April 24, 9:45 to 11:15am PDT (9:45 to 11:15am PDT), AERA Virtual Poster Rooms, AERA Virtual Poster Room 1

Abstract

The purpose of this mixed methods case study was to examine design considerations governing the roles of narratives in a Digital Game-Based Learning (DGBL) environment for math problem solving. Qualitative data were collected via observation, semi-structured interviewing, and video recording with twenty seven college students with diverse demographic backgrounds. A systematic video analysis resulted in 2,275 behavioral events contributed to the quantitative data. The study indicated: (1) three narrative-governed in-game actions (i.e., reading narratives, refining solutions, integrating environmental narratives) can positively predict successful game-based math problem solving. (2) the gender effects: girls have used and are supported by intrinsically designed narrative type (i.e., object-oriented narratives) for math problem solving more than boys. Intrinsically designed narratives are recommended for in-game learning/exploration.

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