Toward Understanding the Impacts of Role Model Avatars on Engagement in Computer Science Learning

Studies show that using role models can boost academic performance of learners (Lockwood, 2006; Marx & Roman, 2002). In this paper, we describe an experiment (N=1067) exploring the impacts of varying types of avatar on engagement in an educational game. The different conditions include role mode...

Full description

Bibliographic Details
Main Authors: Kao, Dominic, Harrell Jr, Douglas Alan
Other Authors: Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
Format: Article
Language:en_US
Published: American Educational Research Association 2018
Online Access:http://hdl.handle.net/1721.1/113092
https://orcid.org/0000-0002-7732-6258
https://orcid.org/0000-0003-4992-2201
Description
Summary:Studies show that using role models can boost academic performance of learners (Lockwood, 2006; Marx & Roman, 2002). In this paper, we describe an experiment (N=1067) exploring the impacts of varying types of avatar on engagement in an educational game. The different conditions include role models and (c) the non-role model case of simple geometric shapes (for baseline comparison). Using the Game Experience Questionnaire (GEQ) (IJsselsteijn, Kort, Poels, Jurgelionis, & Bellotti, 2007), we find that female participants using role model case (scientist avatars) had significantly higher engagement than female participants using non-scientist or shape avatars. This result suggests that STEM role model avatars have the potential to enhance engagement in educational games, which could in turn influence learning outcomes (Blumenfeld, Kempler, & Krajcik, 2005).