Accordingly, they showed an advantage over girls in
the early stages of C
RYSTAL ISLAND - OUTBREAK
with respect to performance (goals completed) but
closed this gap to the point of statistically
nonsignificant differences by the end of play. Boys
still reported a higher level of presence after
gameplay but no differences were found between
genders on content knowledge. Boys also showed
advantages for overall game score and performance
on the diagnostic facet of the diagnosis worksheet
yet these advantages disappear when controlling for
prior experience playing games.
It is important to continue to identify such
differences as reported above in order to develop
gender-inclusive learning environments that promote
learning and motivation for all users. From a self-
regulated learning standpoint it will be important to
study means by which to scaffold strategy use,
metacognitive regulation, and motivational control
for all students in game-based environments such as
C
RYSTAL ISLAND – OUTBREAK. Future research
should take up this challenge of integrating effective
learning scaffolds within such engaging
environments because they offer a unique
opportunity to customize learning for the individual
learner in ways traditional learning environments
cannot.
ACKNOWLEDGEMENTS
The authors wish to thank members of the
IntelliMedia lab for their assistance, Omer
Sturlovich and Pavel Turzo for use of their 3D
model libraries, and Valve Software for access to the
Source
TM
engine and SDK. This research was
supported by the National Science Foundation under
Grants REC-0632450, IIS-0757535, DRL-0822200,
IIS-0812291, and CNS-0540523. Any opinions,
findings, and conclusions or recommendations
expressed in this material are those of the authors
and do not necessarily reflect the views of the
National Science Foundation.
REFERENCES
Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson,
C., Arici, A., Job-Sluder, L., Carteaux, R., Gilbertson
Jr., J. & Heiselt, C. (2007). The Quest Atlantis project:
A socially-responsive play space for learning. In B. E.
Shelton & D. Wiley (Eds.) The Educational Design
and Use of Simulation Computer Games, (pp. 159-
186), Rotterdam, The Netherlands: Sense Publishers.
Britner, S. L., and Pajares, F. (2006). Sources of science
self-efficacy beliefs of middle school students. Journal
of Research in Science Teaching, 43, 485–499.
Cassell, J. & Jenkins, H. (1998). From Barbie to Mortal
Kombat: Gender and computer games. Cambirdge,
MA: MIT Press.
Egri, L. (1960). The Art of Dramatic Writing. New York,
NY: Simon and Schuster.
Harp, S. and Mayer, R. (1998). How seductive details do
their damage: A theory of cognitive interest in science
learning. Journal of Educational Psychology, 90(3),
414-434.
Ketelhut, D., Dede, C., Clarke, J., Nelson, B. & Bowman,
C. (2007). Studying situated learning in a multi-user
virtual environment. In E. Baker, J. Dickieson, W.
Wulfeck and H. O'Neil (Eds.) Assessment of Problem
Solving Using Simulations, (pp. 37-58), Lawrence
Erlbaum, Mahwah, NJ.
Kim, Y., Baylor, A. (2006). A social-cognitive framework
for pedagogical agents as learning companions.
Educational Technology Research & Development,
54, 569-590.
McQuiggan, S, Rowe, J., Lee, S., & Lester, J. (2008a).
Story-Based Learning: The Impact of Narrative on
Learning Experiences and Outcomes. In Proceedings
of the Ninth International Conference on Intelligent
Tutoring Systems, Montreal, Canada, pp. 530-539.
McQuiggan, S., Goth, J., Ha, E. Rowe, J. & Lester, J.
(2008b). Student Note-Taking in Narrative-Centered
Learning Environments: Individual Differences and
Learning Outcomes. In Proceedings of the Ninth
International Conference on Intelligent Tutoring
Systems (ITS-2008), Montreal, Canada, 510-519.
Nietfeld, J. L., Cao, L., & Osborne, J. W. (2006). The
effect of distributed monitoring exercises and feedback
on performance and monitoring accuracy.
Metacognition and Learning, 2, 159-179.
Parker, L. E., & Lepper, M. R. (1992). The effects of
fantasy contexts on children's learning and motivation:
Making learning more fun. Journal of Personality and
Social Psychology, 62, 625-633.
Schraw, G. (1997). Situational Interest in Literary Text.
Contemporary Educational Psychology. 22, 436-456.
Wells, C. (1986). The Meaning Makers: Children
Learning Language and Using Language to Learn,
Portsmouth, NH: Heineman
CSEDU 2011 - 3rd International Conference on Computer Supported Education
144