Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments: A Cross-Case Analysis Study
Lynna J. Ausburn,
Floyd B. Ausburn and
Paul J. Kroutter
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Lynna J. Ausburn: College of Education, Oklahoma State University, Stillwater, OK, USA
Floyd B. Ausburn: College of Education, Oklahoma State University, Stillwater, OK, USA
Paul J. Kroutter: Criminal Justice Studies, University of Arkansas-Fort Smith, AR, USA
International Journal of Adult Vocational Education and Technology (IJAVET), 2013, vol. 4, issue 4, 1-14
Abstract:
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.
Date: 2013
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Persistent link: https://EconPapers.repec.org/RePEc:igg:javet0:v:4:y:2013:i:4:p:1-14
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