Using an Interactive Game for Strategic Thinking Education : The Role of Gender and Experience

Warning

This publication doesn't include Institute of Computer Science. It includes Faculty of Social Studies. Official publication website can be found on muni.cz.
Authors

DRMOLA Jakub KRAUS Josef

Year of publication 2023
Type Article in Periodical
Magazine / Source Journal of Political Science Education
MU Faculty or unit

Faculty of Social Studies

Citation
Web https://www.tandfonline.com/doi/full/10.1080/15512169.2022.2121713
Doi http://dx.doi.org/10.1080/15512169.2022.2121713
Keywords Simulation; strategy; gender; performance; diplomacy
Attached files
Description The primary goal of this investigation is to systematically explore the relationship among the students’ performance, grades, gender, previous experience, and impressions while using Diplomacy, a strategy game, as an educational tool. The rationale for this research is the existing and commonly expressed concern that such games unfairly disadvantage female students due to their lesser exposure to similar games. If such teaching methods are to be successfully employed, we must ensure that they are well suited, appropriate and, most importantly, fair to all our students. To explore this issue, the data collected over 6?years through a university course on strategic thinking and from anonymous student questionnaires were analyzed and tested for statistically significant correlations. The results show that, while male students are more experienced in playing similar games, had an easier time understanding the rules, and showed stronger engagement, this did not translate into considerably better performance or grades and even led to higher levels of disappointment with their own performance.
Related projects:

You are running an old browser version. We recommend updating your browser to its latest version.

More info