1st Edition

Gender in E-Learning and Educational Games A Reader

280 Pages
by Studien Verlag, Austria

Dealing with a broad variety of topics in the fields of gender, e-learning, and educational games, this book brings together research and development projects as well as best practice examples. By giving insight into their expertise, the authors of this anthology give a comprehensive picture of the various aspects of recent research and practice in their respective fields.

Introduction, Virtual spaces for playing and learning: gender sensitive reflections, examples, and consequences; The invisible gender of knew media; Gender and e-learning; Gender gap in the perception of communication in virtual learning environments; text based learning versus learning with computer simulations: does gender matter? Speaker/ gender effect: effects of using female voices for auditory explanatory text; A mythological approach to address individual factors and gender differences in adaptive e-learning; gender differences in technological sciences as self fulfilling prophecies: stereotype threat in e-learning; Gender sensitive e-learning between rhetoric and reality? Gender sensitive e-learning didactics in information and communication technology courses and career counselling: a case study of an online gender sensitivity training for teachers and career consult counsellors; Best practise example: gender in continuing vocational training; D3: an E gender strategy project of the TU, BOKU and Academy of Fine Arts in Vienna; gender mainstreaming and e-learning: the accomplishment of checklists and guidelines; Gender training for e-learning projects; Gender mainstreaming of e-learning courses: theatrical review, design considerations, and usage differences; Help! I am becoming a Dad! E learning for real men: a digital guide for fathers to be; Gender and educational game; lazy net: self-directed learning and educational games; Japan: games for, by and about girls; Learning can't be fun, can it? Warriors from Mars, archers are from Venus? Dash gender differences in massively multiplayer online role-playing games; Improving game design by understanding the gender differences: the cognitive approach; A role play for girls: this the research based development of an interactive career platform; Historical missions as mobile entertainment dash applications on school trips; Pilot project golden times at Weimar- a mobile adventure in German classism…/part contents

Biography

Karin Siebenhandl is a scientific assistant and course director at Danube University, Krems (Austria). Michael Wagner is professor for Technology Enhanced Learning and Multimedia at the Department for Interactive Media and Educational Technology at Danube University, Krems (Austria). Sabine Zauchner, MSc is a scientific assistant and lecturer at the Institute of Psychology at the University of Vienna (Austria).