Uncovering Gender and Problem Difficulty Effects in Learning with an Educational Game
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These results are consistent with previous literature showing increased enjoyment in immersive VR when compared to other media.
“These results are consistent with previous literature showing increased enjoyment in immersive VR when compared to other media (e.g., Bertram et al., 2015; Makransky et al., 2019b; McLaren et al., 2017; Thisgaard & Makransky, 2017).”
From Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment (2019) · cites this paper as McLaren et al., 2017
McLaren et al. (2017) showed that students who use an educational game score significantly higher on learning, both on an immediate post-test and a one-week delayed post-test, while also reporting significantly higher enjoyment, as compared to students who received a conventional computer-based approach.
“A recent study by McLaren et al. (2017) shows that students who use an educational game score signi fi cantly higher on learning, both on an immediate post-test and a one-week delayed post-test, while also reporting signi fi cantly higher enjoyment, as compared to students who received a conventional computer-based approach.”
From Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment (2019) · cites this paper as McLaren et al. (2017)
Two of the studies cited for reporting significant differences in a one-week delayed post-test integrated their design in the classroom activities of school children.
“Supporting this point is the fact that two of the studies cited above for reporting signi fi cant di ff erences in a one-week delayed post-test (Fyfe & Rittle-Johnson, 2017; McLaren et al., 2017) integrated their design in the classroom activities of school children.”
From Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment (2019) · cites this paper as McLaren et al., 2017
Cites
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Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274 · cited 1× · see citing works
“A meta-review of over 1000 educational game studies advises that more value-added studies of educational games be conducted, that is, research that carefully identifies the features and conditions that lead to the successes and failures of educational games [2].”
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Teens, technology and friendships
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Self-citationA Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach
McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2016) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2017010103 · Cited by 173 · see citing works
Self-citationComputer Games for Learning: An Evidence-Based Approach
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Self-citationThree Important Research Agendas for Educational Multimedia: Learning, Children, and Gender
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Meyer, O. A., Omdahl, M. K., & Makransky, G. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103603 · Cited by 515 · see citing works
McLaren, B. M., Richey, J. E., Nguyen, H. A., & Hou, X. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104366 · Cited by 70 · see citing works
Self-citationFacilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?
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Student Agency and Game-Based Learning: A Study Comparing Low and High Agency
Nguyen, H. A., Harpstead, E., Wang, Y., & McLaren, B. M. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-93843-1_25 · Cited by 27 · see citing works
Self-citationExploring the Subtleties of Agency and Indirect Control in Digital Learning Games
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Self-citationThe Impact of Gender in Learning With Games
Nguyen, H. A., Hou, X., Richey, J. E., & McLaren, B. M. (2022) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.309128 · Cited by 27 · see citing works
Self-citationArtificial Intelligence in Education
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Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
Hou, X., Nguyen, H. A., Richey, J. E., & McLaren, B. M. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-52237-7_21 · Cited by 18 · see citing works
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Understanding Gender Effects in Game-Based Learning: The Role of Self-Explanation
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Self-citationCurrent Advancements in AI-Driven Education
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Semantic Approach to Model Diversity in a Social Cloud
Abolkasim, E. (2019) · White Rose eTheses Online (University of Leeds, The University of Sheffield, University of York)
- Authors
- McLaren, B., Farzan, R., Adams, D., Mayer, R., & Forlizzi, J.
- Affiliations
- Carnegie Mellon University (US)
- University of Pittsburgh (US)
- University of Notre Dame (US)
- University of California, Santa Barbara (US)
- Corresponding author
- McLaren, Bruce
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer International Publishing
- Published
- 2017
- Pages
- 540-543
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W2723198455
- Cited by
- 17
- References
- 8
- Citations by year
- 2025: 2 · 2024: 4 · 2022: 3 · 2021: 1 · 2020: 1 · 2019: 3 · 2018: 2 · 2017: 1
- FWCI
- 6.04
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- Lecture notes in computer science (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Artificial Intelligence › Intelligent Tutoring Systems and Adaptive Learning
- Social Sciences › Gender Studies › Gender and Technology in Education
- Keywords
- game-based learning, gender differences, problem difficulty, junior high school students, computer-assisted instruction, mathematics learning
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