Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English

IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Computer Assisted Learning Pub Date : 2024-05-19 DOI:10.1111/jcal.13006
Shilan Ahmadian, Lisbeth M. Brevik, Elisabet Öhrn
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Abstract

Background

In Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text-based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in gendered vocational classes, with mainly girls or boys respectively in different programmes, as national surveys show that while most teenage boys play digital games, comparatively few girls do.

Objectives

The primary aim was to investigate how the digital commercial game Adventures with Anxiety was used during naturally occurring English teaching in four gendered vocational classes: one Technological and Industrial Production class (boys only) and three Healthcare, Childhood and Youth development classes (girls mainly).

Methods

Participants involved 36 students (aged 16–17) and two English teachers. Using a mixed methods design (Brevik, 2022), we combined quantitative and qualitative analyses of classroom video recordings (5.5 h), student screen recordings during gameplay (8 h) and retrospective teacher interviews (1.5 h). Analyses relied on the validated PLATO observation protocol (Grossman, 2015) and reflexive thematic analysis (Braun & Clarke, 2022).

Results and Conclusions

English teachers expressed a dual aim in using the game for teaching English; to improve students' language skills and provide experiences of how to live with anxiety. Although the game offered relevant vocabulary and virtual experiences with anxiety; anxiety emerged as a professional component of caring professions in the girls-mainly classes, while being used to help boys acknowledge anxiety in their own lives.

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焦虑历险记使用数字游戏进行职业英语教学中的性别偏见
挪威在 2020 年的英语课程中引入了游戏;承认游戏是与其他文字材料并列的语言学习资源。然而,人们对英语教师选择的游戏类型、这样做的原因或游戏在教学中的实际使用情况知之甚少。该研究的主要目的是调查数字商业游戏 "焦虑的冒险 "在四个性别职业班级(一个技术与工业生产班(仅限男生)和三个医疗保健、儿童与青年发展班(主要是女生))的自然英语教学中是如何使用的。我们采用混合方法设计(Brevik,2022 年),将课堂视频记录(5.5 小时)、游戏过程中的学生屏幕记录(8 小时)和教师回顾性访谈(1.5 小时)的定量和定性分析结合起来。分析依赖于经过验证的 PLATO 观察协议(Grossman,2015 年)和反思性主题分析(Braun & Clarke,2022 年)。英语教师表示,使用游戏进行英语教学有双重目的:提高学生的语言技能和提供如何与焦虑共处的经验。尽管游戏提供了相关词汇和焦虑的虚拟体验,但在以女生为主的班级中,焦虑已成为护理专业的一个专业组成部分,同时也被用来帮助男生认识到自己生活中的焦虑。
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来源期刊
Journal of Computer Assisted Learning
Journal of Computer Assisted Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.70
自引率
6.00%
发文量
116
期刊介绍: The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope
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