dc.contributor.advisor | Huffman, Douglas W | |
dc.contributor.author | Atwood-Blaine, Dana | |
dc.date.accessioned | 2016-10-12T01:36:41Z | |
dc.date.available | 2016-10-12T01:36:41Z | |
dc.date.issued | 2015-12-31 | |
dc.date.submitted | 2015 | |
dc.identifier.other | http://dissertations.umi.com/ku:14386 | |
dc.identifier.uri | http://hdl.handle.net/1808/21680 | |
dc.description.abstract | Situated in a hands-on science center, The Great STEM Caper was a collaborative mobile game built on the ARIS platform that was designed to engage 5th-9th grade players in NGSS science and engineering practices while they interacted with various exhibits. Same gender partners sharing one iPad would search for QR codes placed at specific exhibits; scanning a code within the game would launch a challenge for that exhibit. The primary hypothesis was that in- game victories would be equivalent to “mastery experiences” as described by Bandura (1997) and would result in increased science self-efficacy. Gender differences in gameplay behaviors and perceptions were also studied. The study included two groups, one that played the game during their visit and one that explored the science center in the traditional way. The Motivation to Learn Science Questionnaire was administered to participants in both groups both before and after their visit to the science center. Participants wore head-mounted GoPro cameras to record their interactions within the physical and social environment. No differences in affective outcomes were found between the game and comparison groups or between boys and girls in the game group. The MLSQ was unable to measure any significant change in science self-efficacy, interest and enjoyment of science, or overall motivation to learn science in either group. However, girls outperformed boys on every measure of game achievement. Lazzaro’s (2004) four types of fun were found to be a good fit for describing the gender differences in game perceptions and behaviors. Girls tended to enjoy hard fun and collaborative people fun while boys enjoyed easy fun and competitive people fun. While boys associated game achievement with enjoyment and victory, girls perceived their game achievement as difficult, rather than enjoyable or victorious. | |
dc.format.extent | 184 pages | |
dc.language.iso | en | |
dc.publisher | University of Kansas | |
dc.rights | Copyright held by the author. | |
dc.subject | Science education | |
dc.subject | Educational technology | |
dc.subject | Middle school education | |
dc.subject | field trips | |
dc.subject | game-based learning | |
dc.subject | gender | |
dc.subject | GoPro | |
dc.subject | location-based games | |
dc.subject | science self-efficacy | |
dc.title | THE EFFECT OF PLAYING A SCIENCE CENTER-BASED MOBILE GAME: AFFECTIVE OUTCOMES AND GENDER DIFFERENCES | |
dc.type | Dissertation | |
dc.contributor.cmtemember | Thomas, Kelli R | |
dc.contributor.cmtemember | White, Steven H | |
dc.contributor.cmtemember | Lee, Young-Jin | |
dc.contributor.cmtemember | Basham, James D | |
dc.thesis.degreeDiscipline | Curriculum and Teaching | |
dc.thesis.degreeLevel | Ph.D. | |
kusw.oanotes | 2017/10/04: The ETD release form is attached to this record as a license file. | |
dc.identifier.orcid | | |
dc.rights.accessrights | openAccess | |