Santos Jário, Andrade Ester, Benevides Kamila, Silva Kelly, Nascimento João, Bittencourt Ig, Pereira Marcos, Fernandes Sheyla, Isotani Seiji
Institute of Mathematics and Computational Sciences, University of São Paulo (USP), Avenida Trabalhador São-Carlense, 400 Centro, 13566-590 São Carlos, SP Brazil.
Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL Brazil.
Educ Inf Technol (Dordr). 2023;28(2):1637-1662. doi: 10.1007/s10639-022-11220-3. Epub 2022 Aug 1.
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite the benefits of intelligent tutoring systems, recent studies indicate the presence of a gender gap not considered in the construction of the attributes present in the gamified tutoring system. To investigate this impact by observing users' behavioral changes in gamified online educational environments, the present study aims to investigate the effects of the stereotype threats using a quantitative experiment with a Factorial Design in three gamified environments (stereotypical male version, stereotypical female version and control environment). Was conducted an experiment with 150 individuals (high school and undergraduate students) without considering age, ethnicity, or social class. The results show that the participants allocated to the male learning environment present an increase in aggressiveness level. Furthermore, the results also show the stereotypical male and female learning environments increased the participants' performance level. Another finding was that the threatening condition provided a significant increase in the participants' flow level among males subjected to a threatening condition, which did not manifest in the case of females. In addition, this study also observed the effect of the stereotype threat on men and women in the threatening condition by division in the 34-year age group, resulting in a significant increase in the level of flow among men. This study showed previous results show that the gamified environment influences psychological variables as aggressiveness, intellectual performance, and flow level, they raise questions about the direction of these changes and the impact they may have on users' usability and performance in these systems.
文献研究报告了在在线教育中使用技术所带来的若干积极益处,尤其是在游戏化辅导系统中。然而,尽管智能辅导系统有诸多益处,但最近的研究表明,在游戏化辅导系统所构建的属性中存在未被考虑的性别差距。为了通过观察用户在游戏化在线教育环境中的行为变化来研究这种影响,本研究旨在使用析因设计的定量实验,在三种游戏化环境(典型男性版本、典型女性版本和控制环境)中研究刻板印象威胁的影响。对150名个体(高中生和本科生)进行了实验,未考虑年龄、种族或社会阶层。结果表明,被分配到男性学习环境的参与者攻击性水平有所提高。此外,结果还表明,典型的男性和女性学习环境提高了参与者的表现水平。另一个发现是,威胁条件使处于威胁条件下的男性参与者的心流水平显著提高,而女性则未出现这种情况。此外,本研究还通过按34岁年龄组划分,观察了威胁条件下刻板印象威胁对男性和女性的影响,结果导致男性的心流水平显著提高。本研究表明,先前的结果表明游戏化环境会影响诸如攻击性、智力表现和心流水平等心理变量,它们引发了关于这些变化的方向以及它们可能对用户在这些系统中的可用性和表现产生的影响的问题。